diff --git a/glass/src/app/native/cpp/main.cpp b/glass/src/app/native/cpp/main.cpp index c94a70f018..e466fca5ec 100644 --- a/glass/src/app/native/cpp/main.cpp +++ b/glass/src/app/native/cpp/main.cpp @@ -27,6 +27,8 @@ namespace gui = wpi::gui; const char* GetWPILibVersion(); +extern ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode); + namespace wpi::glass { std::string_view GetResource_glass_16_png(); std::string_view GetResource_glass_32_png(); @@ -54,6 +56,7 @@ static bool gAbout = false; static bool gSetEnterKey = false; static bool gKeyEdit = false; static int* gEnterKey; +static int* gEnterScancode; static void (*gPrevKeyCallback)(GLFWwindow*, int, int, int, int); static bool gNetworkTablesDebugLog = false; static unsigned int gPrevMode = NT_NET_MODE_NONE; @@ -64,7 +67,7 @@ static void RemapEnterKeyCallback(GLFWwindow* window, int key, int scancode, if (gKeyEdit) { *gEnterKey = key; gKeyEdit = false; - } else if (*gEnterKey == key) { + } else if (*gEnterKey == key || *gEnterScancode == scancode) { key = GLFW_KEY_ENTER; } } @@ -221,7 +224,7 @@ int main(int argc, char** argv) { gui::AddIcon(wpi::glass::GetResource_glass_512_png()); gui::AddEarlyExecute( - [] { ImGui::DockSpaceOverViewport(ImGui::GetMainViewport()); }); + [] { ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport()); }); gui::AddInit([] { ImGui::GetIO().ConfigDockingWithShift = true; }); @@ -330,7 +333,11 @@ int main(int argc, char** argv) { ImGui::SameLine(); char editLabel[40]; char nameBuf[32]; - const char* name = glfwGetKeyName(*gEnterKey, 0); + const char* name = glfwGetKeyName(*gEnterKey, *gEnterScancode); + if (!name) { + name = ImGui::GetKeyName( + ImGui_ImplGlfw_KeyToImGuiKey(*gEnterKey, *gEnterScancode)); + } if (!name) { wpi::util::format_to_n_c_str(nameBuf, sizeof(nameBuf), "{}", *gEnterKey); @@ -346,6 +353,7 @@ int main(int argc, char** argv) { ImGui::SameLine(); if (ImGui::SmallButton("Reset")) { *gEnterKey = GLFW_KEY_ENTER; + *gEnterScancode = glfwGetKeyScancode(GLFW_KEY_ENTER); } if (ImGui::Button("Close")) { @@ -359,6 +367,8 @@ int main(int argc, char** argv) { gui::Initialize("Glass - DISCONNECTED", 1024, 768, ImGuiConfigFlags_DockingEnable); gEnterKey = &wpi::glass::GetStorageRoot().GetInt("enterKey", GLFW_KEY_ENTER); + gEnterScancode = &wpi::glass::GetStorageRoot().GetInt( + "enterScancode", glfwGetKeyScancode(GLFW_KEY_ENTER)); if (auto win = gui::GetSystemWindow()) { gPrevKeyCallback = glfwSetKeyCallback(win, RemapEnterKeyCallback); } diff --git a/glass/src/lib/native/cpp/Context.cpp b/glass/src/lib/native/cpp/Context.cpp index 7b7cbd7599..3e200f6343 100644 --- a/glass/src/lib/native/cpp/Context.cpp +++ b/glass/src/lib/native/cpp/Context.cpp @@ -543,8 +543,8 @@ bool wpi::glass::ItemEditName(std::string* name) { if (ImGui::InputText("##editname", name)) { rv = true; } - if (ImGui::Button("Close") || ImGui::IsKeyPressedMap(ImGuiKey_Enter) || - ImGui::IsKeyPressedMap(ImGuiKey_KeyPadEnter)) { + if (ImGui::Button("Close") || ImGui::IsKeyPressed(ImGuiKey_Enter) || + ImGui::IsKeyPressed(ImGuiKey_KeypadEnter)) { ImGui::CloseCurrentPopup(); } diff --git a/glass/src/lib/native/cpp/hardware/Pneumatic.cpp b/glass/src/lib/native/cpp/hardware/Pneumatic.cpp index 5276ef9ec0..3b5225a00d 100644 --- a/glass/src/lib/native/cpp/hardware/Pneumatic.cpp +++ b/glass/src/lib/native/cpp/hardware/Pneumatic.cpp @@ -59,9 +59,9 @@ bool wpi::glass::DisplayPneumaticControlSolenoids(PneumaticControlModel* model, // header bool open = CollapsingHeader(label); + ImGui::SetNextItemAllowOverlap(); PopupEditName("header", &name); - ImGui::SetItemAllowOverlap(); ImGui::SameLine(); // show channels as LED indicators diff --git a/glass/src/lib/native/cpp/other/Plot.cpp b/glass/src/lib/native/cpp/other/Plot.cpp index e1db489aeb..64de5c479d 100644 --- a/glass/src/lib/native/cpp/other/Plot.cpp +++ b/glass/src/lib/native/cpp/other/Plot.cpp @@ -384,12 +384,12 @@ PlotSeries::Action PlotSeries::EmitPlot(PlotView& view, double now, size_t i, if (m_color.GetColorFloat()[3] == IMPLOT_AUTO) { SetColor(ImPlot::GetColormapColor(i)); } - ImPlot::SetNextLineStyle(m_color.GetColor(), m_weight); + ImPlotSpec spec{ImPlotProp_LineColor, m_color.GetColor(), + ImPlotProp_LineWeight, m_weight}; if (IsDigital()) { - ImPlot::PushStyleVar(ImPlotStyleVar_DigitalBitHeight, m_digitalBitHeight); - ImPlot::PushStyleVar(ImPlotStyleVar_DigitalBitGap, m_digitalBitGap); - ImPlot::PlotDigitalG(label, getter, &getterData, size + 1); - ImPlot::PopStyleVar(); + spec.SetProp(ImPlotProp_Size, m_digitalBitHeight); + ImPlot::PushStyleVar(ImPlotStyleVar_DigitalSpacing, m_digitalBitGap); + ImPlot::PlotDigitalG(label, getter, &getterData, size + 1, spec); ImPlot::PopStyleVar(); } else { if (ImPlot::GetCurrentPlot()->YAxis(m_yAxis).Enabled) { @@ -397,8 +397,8 @@ PlotSeries::Action PlotSeries::EmitPlot(PlotView& view, double now, size_t i, } else { ImPlot::SetAxis(ImAxis_Y1); } - ImPlot::SetNextMarkerStyle(m_marker.GetValue() - 1); - ImPlot::PlotLineG(label, getter, &getterData, size + 1); + spec.SetProp(ImPlotProp_Marker, m_marker.GetValue() - 1); + ImPlot::PlotLineG(label, getter, &getterData, size + 1, spec); } // DND source for PlotSeries diff --git a/glass/src/lib/native/cpp/support/NameSetting.cpp b/glass/src/lib/native/cpp/support/NameSetting.cpp index f2db6f311d..b58c1f21fb 100644 --- a/glass/src/lib/native/cpp/support/NameSetting.cpp +++ b/glass/src/lib/native/cpp/support/NameSetting.cpp @@ -97,8 +97,8 @@ bool NameSetting::PopupEditName(int index) { if (InputTextName("##edit")) { rv = true; } - if (ImGui::Button("Close") || ImGui::IsKeyPressedMap(ImGuiKey_Enter) || - ImGui::IsKeyPressedMap(ImGuiKey_KeyPadEnter)) { + if (ImGui::Button("Close") || ImGui::IsKeyPressed(ImGuiKey_Enter) || + ImGui::IsKeyPressed(ImGuiKey_KeypadEnter)) { ImGui::CloseCurrentPopup(); } ImGui::EndPopup(); @@ -117,8 +117,8 @@ bool NameSetting::PopupEditName(const char* name) { if (InputTextName("##edit")) { rv = true; } - if (ImGui::Button("Close") || ImGui::IsKeyPressedMap(ImGuiKey_Enter) || - ImGui::IsKeyPressedMap(ImGuiKey_KeyPadEnter)) { + if (ImGui::Button("Close") || ImGui::IsKeyPressed(ImGuiKey_Enter) || + ImGui::IsKeyPressed(ImGuiKey_KeypadEnter)) { ImGui::CloseCurrentPopup(); } ImGui::EndPopup(); diff --git a/glass/src/libnt/native/cpp/NetworkTables.cpp b/glass/src/libnt/native/cpp/NetworkTables.cpp index ec78b6cea6..0efa6c711d 100644 --- a/glass/src/libnt/native/cpp/NetworkTables.cpp +++ b/glass/src/libnt/native/cpp/NetworkTables.cpp @@ -1898,9 +1898,8 @@ static void EmitEntry(NetworkTablesModel* model, bool havePopup = GetHeadingTypeString(&ts); wpi::util::format_to_n_c_str(label, sizeof(label), "{}##v_{}", ts.data(), entry.info.name.c_str()); - valueChildrenOpen = - TreeNodeEx(label, ImGuiTreeNodeFlags_SpanFullWidth | - ImGuiTreeNodeFlags_AllowItemOverlap); + valueChildrenOpen = TreeNodeEx(label, ImGuiTreeNodeFlags_SpanFullWidth | + ImGuiTreeNodeFlags_AllowOverlap); if (havePopup) { if (ImGui::IsItemHovered()) { ImGui::BeginTooltip(); diff --git a/simulation/halsim_gui/src/main/native/cpp/DriverStationGui.cpp b/simulation/halsim_gui/src/main/native/cpp/DriverStationGui.cpp index 6a8b9b0d55..dfea6cdbbd 100644 --- a/simulation/halsim_gui/src/main/native/cpp/DriverStationGui.cpp +++ b/simulation/halsim_gui/src/main/native/cpp/DriverStationGui.cpp @@ -540,10 +540,10 @@ KeyboardJoystick::AxisConfig::AxisConfig(wpi::glass::Storage& storage) decayRate{storage.GetFloat("decayRate", 0.05f)}, maxAbsValue{storage.GetFloat("maxAbsValue", 1.0f)} { // sanity check the key ranges - if (incKey < -1 || incKey >= IM_ARRAYSIZE(ImGuiIO::KeysDown)) { + if (incKey < ImGuiKey_NamedKey_BEGIN || incKey >= ImGuiKey_NamedKey_END) { incKey = -1; } - if (decKey < -1 || decKey >= IM_ARRAYSIZE(ImGuiIO::KeysDown)) { + if (decKey < ImGuiKey_NamedKey_BEGIN || decKey >= ImGuiKey_NamedKey_END) { decKey = -1; } } @@ -558,28 +558,32 @@ KeyboardJoystick::PovConfig::PovConfig(wpi::glass::Storage& storage) keyLeft{storage.GetInt("keyLeft", -1)}, keyUpLeft{storage.GetInt("keyUpLeft", -1)} { // sanity check the key ranges - if (keyUp < -1 || keyUp >= IM_ARRAYSIZE(ImGuiIO::KeysDown)) { + if (keyUp < ImGuiKey_NamedKey_BEGIN || keyUp >= ImGuiKey_NamedKey_END) { keyUp = -1; } - if (keyUpRight < -1 || keyUpRight >= IM_ARRAYSIZE(ImGuiIO::KeysDown)) { + if (keyUpRight < ImGuiKey_NamedKey_BEGIN || + keyUpRight >= ImGuiKey_NamedKey_END) { keyUpRight = -1; } - if (keyRight < -1 || keyRight >= IM_ARRAYSIZE(ImGuiIO::KeysDown)) { + if (keyRight < ImGuiKey_NamedKey_BEGIN || keyRight >= ImGuiKey_NamedKey_END) { keyRight = -1; } - if (keyDownRight < -1 || keyDownRight >= IM_ARRAYSIZE(ImGuiIO::KeysDown)) { + if (keyDownRight < ImGuiKey_NamedKey_BEGIN || + keyDownRight >= ImGuiKey_NamedKey_END) { keyDownRight = -1; } - if (keyDown < -1 || keyDown >= IM_ARRAYSIZE(ImGuiIO::KeysDown)) { + if (keyDown < ImGuiKey_NamedKey_BEGIN || keyDown >= ImGuiKey_NamedKey_END) { keyDown = -1; } - if (keyDownLeft < -1 || keyDownLeft >= IM_ARRAYSIZE(ImGuiIO::KeysDown)) { + if (keyDownLeft < ImGuiKey_NamedKey_BEGIN || + keyDownLeft >= ImGuiKey_NamedKey_END) { keyDownLeft = -1; } - if (keyLeft < -1 || keyLeft >= IM_ARRAYSIZE(ImGuiIO::KeysDown)) { + if (keyLeft < ImGuiKey_NamedKey_BEGIN || keyLeft >= ImGuiKey_NamedKey_END) { keyLeft = -1; } - if (keyUpLeft < -1 || keyUpLeft >= IM_ARRAYSIZE(ImGuiIO::KeysDown)) { + if (keyUpLeft < ImGuiKey_NamedKey_BEGIN || + keyUpLeft >= ImGuiKey_NamedKey_END) { keyUpLeft = -1; } } @@ -602,7 +606,7 @@ KeyboardJoystick::KeyboardJoystick(wpi::glass::Storage& storage, int index) // sanity check the button key ranges for (auto&& key : m_buttonKey) { - if (key < -1 || key >= IM_ARRAYSIZE(ImGuiIO::KeysDown)) { + if (key < ImGuiKey_NamedKey_BEGIN || key >= ImGuiKey_NamedKey_END) { key = -1; } } @@ -648,8 +652,8 @@ void KeyboardJoystick::SettingsDisplay() { if (s_keyEdit) { ImGuiIO& io = ImGui::GetIO(); // NOLINTNEXTLINE(bugprone-sizeof-expression) - for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); ++i) { - if (io.KeysDown[i]) { + for (int i = ImGuiKey_NamedKey_BEGIN; i < ImGuiKey_NamedKey_END; ++i) { + if (io.KeysData[i - ImGuiKey_NamedKey_BEGIN].Down) { // remove all other uses for (auto&& joy : gKeyboardJoysticks) { joy->ClearKey(i); @@ -756,7 +760,8 @@ void KeyboardJoystick::SettingsDisplay() { } static inline bool IsKeyDown(ImGuiIO& io, int key) { - return key >= 0 && key < IM_ARRAYSIZE(ImGuiIO::KeysDown) && io.KeysDown[key]; + return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && + io.KeysData[key - ImGuiKey_NamedKey_BEGIN].Down; } void KeyboardJoystick::Update() { @@ -919,35 +924,35 @@ GlfwKeyboardJoystick::GlfwKeyboardJoystick(wpi::glass::Storage& storage, m_axisStorage.emplace_back(std::make_unique()); m_axisConfig.emplace_back(*m_axisStorage.back()); } - m_axisConfig[0].incKey = GLFW_KEY_D; - m_axisConfig[0].decKey = GLFW_KEY_A; - m_axisConfig[1].incKey = GLFW_KEY_S; - m_axisConfig[1].decKey = GLFW_KEY_W; - m_axisConfig[2].incKey = GLFW_KEY_R; - m_axisConfig[2].decKey = GLFW_KEY_E; + m_axisConfig[0].incKey = ImGuiKey_D; + m_axisConfig[0].decKey = ImGuiKey_A; + m_axisConfig[1].incKey = ImGuiKey_S; + m_axisConfig[1].decKey = ImGuiKey_W; + m_axisConfig[2].incKey = ImGuiKey_R; + m_axisConfig[2].decKey = ImGuiKey_E; m_axisConfig[2].keyRate = 0.01f; m_axisConfig[2].decayRate = 0; // works like a throttle } if (m_buttonCount == -1 && m_buttonKey.empty()) { m_buttonCount = 4; m_buttonKey.resize(4); - m_buttonKey[0] = GLFW_KEY_Z; - m_buttonKey[1] = GLFW_KEY_X; - m_buttonKey[2] = GLFW_KEY_C; - m_buttonKey[3] = GLFW_KEY_V; + m_buttonKey[0] = ImGuiKey_Z; + m_buttonKey[1] = ImGuiKey_X; + m_buttonKey[2] = ImGuiKey_C; + m_buttonKey[3] = ImGuiKey_V; } if (m_povCount == -1 && m_povStorage.empty()) { m_povCount = 1; m_povStorage.emplace_back(std::make_unique()); m_povConfig.emplace_back(*m_povStorage.back()); - m_povConfig[0].keyUp = GLFW_KEY_KP_8; - m_povConfig[0].keyUpRight = GLFW_KEY_KP_9; - m_povConfig[0].keyRight = GLFW_KEY_KP_6; - m_povConfig[0].keyDownRight = GLFW_KEY_KP_3; - m_povConfig[0].keyDown = GLFW_KEY_KP_2; - m_povConfig[0].keyDownLeft = GLFW_KEY_KP_1; - m_povConfig[0].keyLeft = GLFW_KEY_KP_4; - m_povConfig[0].keyUpLeft = GLFW_KEY_KP_7; + m_povConfig[0].keyUp = ImGuiKey_Keypad8; + m_povConfig[0].keyUpRight = ImGuiKey_Keypad9; + m_povConfig[0].keyRight = ImGuiKey_Keypad6; + m_povConfig[0].keyDownRight = ImGuiKey_Keypad3; + m_povConfig[0].keyDown = ImGuiKey_Keypad2; + m_povConfig[0].keyDownLeft = ImGuiKey_Keypad1; + m_povConfig[0].keyLeft = ImGuiKey_Keypad4; + m_povConfig[0].keyUpLeft = ImGuiKey_Keypad7; } } else if (index == 1) { if (m_axisCount == -1 && m_axisStorage.empty()) { @@ -956,18 +961,18 @@ GlfwKeyboardJoystick::GlfwKeyboardJoystick(wpi::glass::Storage& storage, m_axisStorage.emplace_back(std::make_unique()); m_axisConfig.emplace_back(*m_axisStorage.back()); } - m_axisConfig[0].incKey = GLFW_KEY_L; - m_axisConfig[0].decKey = GLFW_KEY_J; - m_axisConfig[1].incKey = GLFW_KEY_K; - m_axisConfig[1].decKey = GLFW_KEY_I; + m_axisConfig[0].incKey = ImGuiKey_L; + m_axisConfig[0].decKey = ImGuiKey_J; + m_axisConfig[1].incKey = ImGuiKey_K; + m_axisConfig[1].decKey = ImGuiKey_I; } if (m_buttonCount == -1 && m_buttonKey.empty()) { m_buttonCount = 4; m_buttonKey.resize(4); - m_buttonKey[0] = GLFW_KEY_M; - m_buttonKey[1] = GLFW_KEY_COMMA; - m_buttonKey[2] = GLFW_KEY_PERIOD; - m_buttonKey[3] = GLFW_KEY_SLASH; + m_buttonKey[0] = ImGuiKey_M; + m_buttonKey[1] = ImGuiKey_Comma; + m_buttonKey[2] = ImGuiKey_Period; + m_buttonKey[3] = ImGuiKey_Slash; } } else if (index == 2) { if (m_axisCount == -1 && m_axisStorage.empty()) { @@ -976,20 +981,20 @@ GlfwKeyboardJoystick::GlfwKeyboardJoystick(wpi::glass::Storage& storage, m_axisStorage.emplace_back(std::make_unique()); m_axisConfig.emplace_back(*m_axisStorage.back()); } - m_axisConfig[0].incKey = GLFW_KEY_RIGHT; - m_axisConfig[0].decKey = GLFW_KEY_LEFT; - m_axisConfig[1].incKey = GLFW_KEY_DOWN; - m_axisConfig[1].decKey = GLFW_KEY_UP; + m_axisConfig[0].incKey = ImGuiKey_RightArrow; + m_axisConfig[0].decKey = ImGuiKey_LeftArrow; + m_axisConfig[1].incKey = ImGuiKey_DownArrow; + m_axisConfig[1].decKey = ImGuiKey_UpArrow; } if (m_buttonCount == -1 && m_buttonKey.empty()) { m_buttonCount = 6; m_buttonKey.resize(6); - m_buttonKey[0] = GLFW_KEY_INSERT; - m_buttonKey[1] = GLFW_KEY_HOME; - m_buttonKey[2] = GLFW_KEY_PAGE_UP; - m_buttonKey[3] = GLFW_KEY_DELETE; - m_buttonKey[4] = GLFW_KEY_END; - m_buttonKey[5] = GLFW_KEY_PAGE_DOWN; + m_buttonKey[0] = ImGuiKey_Insert; + m_buttonKey[1] = ImGuiKey_Home; + m_buttonKey[2] = ImGuiKey_PageUp; + m_buttonKey[3] = ImGuiKey_Delete; + m_buttonKey[4] = ImGuiKey_End; + m_buttonKey[5] = ImGuiKey_PageDown; } } } @@ -998,34 +1003,7 @@ const char* GlfwKeyboardJoystick::GetKeyName(int key) const { if (key < 0) { return "(None)"; } - const char* name = glfwGetKeyName(key, 0); - if (name) { - return name; - } - // glfwGetKeyName sometimes doesn't have these keys - switch (key) { - case GLFW_KEY_RIGHT: - return "Right"; - case GLFW_KEY_LEFT: - return "Left"; - case GLFW_KEY_DOWN: - return "Down"; - case GLFW_KEY_UP: - return "Up"; - case GLFW_KEY_INSERT: - return "Insert"; - case GLFW_KEY_HOME: - return "Home"; - case GLFW_KEY_PAGE_UP: - return "PgUp"; - case GLFW_KEY_DELETE: - return "Delete"; - case GLFW_KEY_END: - return "End"; - case GLFW_KEY_PAGE_DOWN: - return "PgDn"; - } - return "(Unknown)"; + return ImGui::GetKeyName(static_cast(key)); } RobotJoystick::RobotJoystick(wpi::glass::Storage& storage) @@ -1161,18 +1139,17 @@ static void DriverStationExecute() { bool enableHotkey = false; bool disableHotkey = false; if (gpUseEnableDisableHotkeys != nullptr && *gpUseEnableDisableHotkeys) { - ImGuiIO& io = ImGui::GetIO(); - if (io.KeysDown[GLFW_KEY_ENTER] || io.KeysDown[GLFW_KEY_KP_ENTER]) { + if (ImGui::IsKeyDown(ImGuiKey_Enter) || + ImGui::IsKeyDown(ImGuiKey_KeypadEnter)) { disableHotkey = true; - } else if (io.KeysDown[GLFW_KEY_LEFT_BRACKET] && - io.KeysDown[GLFW_KEY_RIGHT_BRACKET] && - io.KeysDown[GLFW_KEY_BACKSLASH]) { + } else if (ImGui::IsKeyDown(ImGuiKey_LeftBracket) && + ImGui::IsKeyDown(ImGuiKey_RightBracket) && + ImGui::IsKeyDown(ImGuiKey_Backslash)) { enableHotkey = true; } } if (gpUseEstopHotkey != nullptr && *gpUseEstopHotkey) { - ImGuiIO& io = ImGui::GetIO(); - if (io.KeysDown[GLFW_KEY_SPACE]) { + if (ImGui::IsKeyDown(ImGuiKey_Space)) { HALSIM_SetDriverStationEnabled(false); } } diff --git a/thirdparty/imgui_suite/imgui/cpp/backends/imgui_impl_dx11.cpp b/thirdparty/imgui_suite/imgui/cpp/backends/imgui_impl_dx11.cpp index f2b20e4a44..36b936e7c3 100644 --- a/thirdparty/imgui_suite/imgui/cpp/backends/imgui_impl_dx11.cpp +++ b/thirdparty/imgui_suite/imgui/cpp/backends/imgui_impl_dx11.cpp @@ -2,8 +2,10 @@ // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. @@ -16,13 +18,21 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-01-19: DirectX11: Added 'SamplerNearest' in ImGui_ImplDX11_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'. +// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. +// 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. +// 2025-05-07: DirectX11: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows). +// 2025-02-24: [Docking] Added undocumented ImGui_ImplDX11_SetSwapChainDescs() to configure swap chain creation for secondary viewports. +// 2025-01-06: DirectX11: Expose VertexConstantBuffer in ImGui_ImplDX11_RenderState. Reset projection matrix in ImDrawCallback_ResetRenderState handler. +// 2024-10-07: DirectX11: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-10-07: DirectX11: Expose selected render state in ImGui_ImplDX11_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer. // 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled). -// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore. +// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX11_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore. // 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). @@ -47,7 +57,19 @@ #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. #endif +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#endif + // DirectX11 data +struct ImGui_ImplDX11_Texture +{ + ID3D11Texture2D* pTexture; + ID3D11ShaderResourceView* pTextureView; +}; + struct ImGui_ImplDX11_Data { ID3D11Device* pd3dDevice; @@ -59,13 +81,14 @@ struct ImGui_ImplDX11_Data ID3D11InputLayout* pInputLayout; ID3D11Buffer* pVertexConstantBuffer; ID3D11PixelShader* pPixelShader; - ID3D11SamplerState* pFontSampler; - ID3D11ShaderResourceView* pFontTextureView; + ID3D11SamplerState* pTexSamplerLinear; + ID3D11SamplerState* pTexSamplerNearest; ID3D11RasterizerState* pRasterizerState; ID3D11BlendState* pBlendState; ID3D11DepthStencilState* pDepthStencilState; int VertexBufferSize; int IndexBufferSize; + ImVector SwapChainDescsForViewports; ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } }; @@ -83,111 +106,28 @@ static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData() } // Forward Declarations -static void ImGui_ImplDX11_InitPlatformInterface(); -static void ImGui_ImplDX11_ShutdownPlatformInterface(); +static void ImGui_ImplDX11_InitMultiViewportSupport(); +static void ImGui_ImplDX11_ShutdownMultiViewportSupport(); // Functions -static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx) +static void ImGui_ImplDX11_SetupRenderState(const ImDrawData* draw_data, ID3D11DeviceContext* device_ctx) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); // Setup viewport - D3D11_VIEWPORT vp; - memset(&vp, 0, sizeof(D3D11_VIEWPORT)); - vp.Width = draw_data->DisplaySize.x; - vp.Height = draw_data->DisplaySize.y; + D3D11_VIEWPORT vp = {}; + vp.Width = draw_data->DisplaySize.x * draw_data->FramebufferScale.x; + vp.Height = draw_data->DisplaySize.y * draw_data->FramebufferScale.y; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = vp.TopLeftY = 0; - ctx->RSSetViewports(1, &vp); - - // Setup shader and vertex buffers - unsigned int stride = sizeof(ImDrawVert); - unsigned int offset = 0; - ctx->IASetInputLayout(bd->pInputLayout); - ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); - ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); - ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - ctx->VSSetShader(bd->pVertexShader, nullptr, 0); - ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); - ctx->PSSetShader(bd->pPixelShader, nullptr, 0); - ctx->PSSetSamplers(0, 1, &bd->pFontSampler); - ctx->GSSetShader(nullptr, nullptr, 0); - ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. - ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. - ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. - - // Setup blend state - const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; - ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); - ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0); - ctx->RSSetState(bd->pRasterizerState); -} - -// Render function -void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized - if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) - return; - - ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); - ID3D11DeviceContext* ctx = bd->pd3dDeviceContext; - - // Create and grow vertex/index buffers if needed - if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) - { - if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } - bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; - D3D11_BUFFER_DESC desc; - memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); - desc.Usage = D3D11_USAGE_DYNAMIC; - desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); - desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - desc.MiscFlags = 0; - if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0) - return; - } - if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) - { - if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } - bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; - D3D11_BUFFER_DESC desc; - memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); - desc.Usage = D3D11_USAGE_DYNAMIC; - desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); - desc.BindFlags = D3D11_BIND_INDEX_BUFFER; - desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) - return; - } - - // Upload vertex/index data into a single contiguous GPU buffer - D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; - if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) - return; - if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) - return; - ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; - ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); - memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - vtx_dst += cmd_list->VtxBuffer.Size; - idx_dst += cmd_list->IdxBuffer.Size; - } - ctx->Unmap(bd->pVB, 0); - ctx->Unmap(bd->pIB, 0); + device_ctx->RSSetViewports(1, &vp); // Setup orthographic projection matrix into our constant buffer // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + D3D11_MAPPED_SUBRESOURCE mapped_resource; + if (device_ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK) { - D3D11_MAPPED_SUBRESOURCE mapped_resource; - if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) - return; VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData; float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; @@ -201,9 +141,94 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, }; memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); - ctx->Unmap(bd->pVertexConstantBuffer, 0); + device_ctx->Unmap(bd->pVertexConstantBuffer, 0); } + // Setup shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + device_ctx->IASetInputLayout(bd->pInputLayout); + device_ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); + device_ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + device_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + device_ctx->VSSetShader(bd->pVertexShader, nullptr, 0); + device_ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); + device_ctx->PSSetShader(bd->pPixelShader, nullptr, 0); + device_ctx->PSSetSamplers(0, 1, &bd->pTexSamplerLinear); + device_ctx->GSSetShader(nullptr, nullptr, 0); + device_ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. + device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. + device_ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. + + // Setup render state + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + device_ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); + device_ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0); + device_ctx->RSSetState(bd->pRasterizerState); +} + +// Render function +void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ID3D11DeviceContext* device = bd->pd3dDeviceContext; + + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplDX11_UpdateTexture(tex); + + // Create and grow vertex/index buffers if needed + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) + { + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D11_BUFFER_DESC desc = {}; + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); + desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0) + return; + } + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) + { + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; + D3D11_BUFFER_DESC desc = {}; + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); + desc.BindFlags = D3D11_BIND_INDEX_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) + return; + } + + // Upload vertex/index data into a single contiguous GPU buffer + D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; + if (device->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) + return; + if (device->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) + return; + ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; + ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += draw_list->VtxBuffer.Size; + idx_dst += draw_list->IdxBuffer.Size; + } + device->Unmap(bd->pVB, 0); + device->Unmap(bd->pIB, 0); + // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) struct BACKUP_DX11_STATE { @@ -231,104 +256,133 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) }; BACKUP_DX11_STATE old = {}; old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; - ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); - ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); - ctx->RSGetState(&old.RS); - ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); - ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); - ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); - ctx->PSGetSamplers(0, 1, &old.PSSampler); + device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); + device->RSGetViewports(&old.ViewportsCount, old.Viewports); + device->RSGetState(&old.RS); + device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); + device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); + device->PSGetShaderResources(0, 1, &old.PSShaderResource); + device->PSGetSamplers(0, 1, &old.PSSampler); old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256; - ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); - ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); - ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); - ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount); + device->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); + device->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); + device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); + device->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount); - ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); - ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); - ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); - ctx->IAGetInputLayout(&old.InputLayout); + device->IAGetPrimitiveTopology(&old.PrimitiveTopology); + device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); + device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); + device->IAGetInputLayout(&old.InputLayout); // Setup desired DX state - ImGui_ImplDX11_SetupRenderState(draw_data, ctx); + ImGui_ImplDX11_SetupRenderState(draw_data, device); + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplDX11_RenderState render_state; + render_state.Device = bd->pd3dDevice; + render_state.DeviceContext = bd->pd3dDeviceContext; + render_state.SamplerLinear = bd->pTexSamplerLinear; + render_state.SamplerNearest = bd->pTexSamplerNearest; + render_state.VertexConstantBuffer = bd->pVertexConstantBuffer; + platform_io.Renderer_RenderState = &render_state; // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) int global_idx_offset = 0; int global_vtx_offset = 0; ImVec2 clip_off = draw_data->DisplayPos; - for (int n = 0; n < draw_data->CmdListsCount; n++) + ImVec2 clip_scale = draw_data->FramebufferScale; + for (const ImDrawList* draw_list : draw_data->CmdLists) { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) - ImGui_ImplDX11_SetupRenderState(draw_data, ctx); + ImGui_ImplDX11_SetupRenderState(draw_data, device); else - pcmd->UserCallback(cmd_list, pcmd); + pcmd->UserCallback(draw_list, pcmd); } else { // Project scissor/clipping rectangles into framebuffer space - ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); - ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; // Apply scissor/clipping rectangle const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; - ctx->RSSetScissorRects(1, &r); + device->RSSetScissorRects(1, &r); // Bind texture, Draw ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID(); - ctx->PSSetShaderResources(0, 1, &texture_srv); - ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); + device->PSSetShaderResources(0, 1, &texture_srv); + device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); } } - global_idx_offset += cmd_list->IdxBuffer.Size; - global_vtx_offset += cmd_list->VtxBuffer.Size; + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; } + platform_io.Renderer_RenderState = nullptr; // Restore modified DX state - ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); - ctx->RSSetViewports(old.ViewportsCount, old.Viewports); - ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); - ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); - ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); - ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); - ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); - ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); + device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); + device->RSSetViewports(old.ViewportsCount, old.Viewports); + device->RSSetState(old.RS); if (old.RS) old.RS->Release(); + device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); + device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); + device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); + device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); + device->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); - ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); - ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); - ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release(); + device->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); + device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); + device->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release(); for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); - ctx->IASetPrimitiveTopology(old.PrimitiveTopology); - ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); - ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); - ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); + device->IASetPrimitiveTopology(old.PrimitiveTopology); + device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); + device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); + device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); } -static void ImGui_ImplDX11_CreateFontsTexture() +static void ImGui_ImplDX11_DestroyTexture(ImTextureData* tex) { - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - - // Upload texture to graphics system + if (ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData) { + IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID); + backend_tex->pTextureView->Release(); + backend_tex->pTexture->Release(); + IM_DELETE(backend_tex); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->BackendUserData = nullptr; + } + tex->SetStatus(ImTextureStatus_Destroyed); +} + +void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + unsigned int* pixels = (unsigned int*)tex->GetPixels(); + ImGui_ImplDX11_Texture* backend_tex = IM_NEW(ImGui_ImplDX11_Texture)(); + + // Create texture D3D11_TEXTURE2D_DESC desc; ZeroMemory(&desc, sizeof(desc)); - desc.Width = width; - desc.Height = height; + desc.Width = (UINT)tex->Width; + desc.Height = (UINT)tex->Height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; @@ -336,14 +390,12 @@ static void ImGui_ImplDX11_CreateFontsTexture() desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = 0; - - ID3D11Texture2D* pTexture = nullptr; D3D11_SUBRESOURCE_DATA subResource; subResource.pSysMem = pixels; subResource.SysMemPitch = desc.Width * 4; subResource.SysMemSlicePitch = 0; - bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); - IM_ASSERT(pTexture != nullptr); + bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &backend_tex->pTexture); + IM_ASSERT(backend_tex->pTexture != nullptr && "Backend failed to create texture!"); // Create texture view D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; @@ -352,28 +404,29 @@ static void ImGui_ImplDX11_CreateFontsTexture() srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MipLevels = desc.MipLevels; srvDesc.Texture2D.MostDetailedMip = 0; - bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView); - pTexture->Release(); + bd->pd3dDevice->CreateShaderResourceView(backend_tex->pTexture, &srvDesc, &backend_tex->pTextureView); + IM_ASSERT(backend_tex->pTextureView != nullptr && "Backend failed to create texture!"); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)backend_tex->pTextureView); + tex->SetStatus(ImTextureStatus_OK); + tex->BackendUserData = backend_tex; } - - // Store our identifier - io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); - - // Create texture sampler - // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + else if (tex->Status == ImTextureStatus_WantUpdates) { - D3D11_SAMPLER_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; - desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; - desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; - desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; - desc.MipLODBias = 0.f; - desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; - desc.MinLOD = 0.f; - desc.MaxLOD = 0.f; - bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData; + IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID); + for (ImTextureRect& r : tex->Updates) + { + D3D11_BOX box = { (UINT)r.x, (UINT)r.y, (UINT)0, (UINT)(r.x + r.w), (UINT)(r.y + r .h), (UINT)1 }; + bd->pd3dDeviceContext->UpdateSubresource(backend_tex->pTexture, 0, &box, tex->GetPixelsAt(r.x, r.y), (UINT)tex->GetPitch(), 0); + } + tex->SetStatus(ImTextureStatus_OK); } + if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) + ImGui_ImplDX11_DestroyTexture(tex); } bool ImGui_ImplDX11_CreateDeviceObjects() @@ -381,8 +434,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); if (!bd->pd3dDevice) return false; - if (bd->pFontSampler) - ImGui_ImplDX11_InvalidateDeviceObjects(); + ImGui_ImplDX11_InvalidateDeviceObjects(); // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) // If you would like to use this DX11 sample code but remove this dependency you can: @@ -432,9 +484,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects() // Create the input layout D3D11_INPUT_ELEMENT_DESC local_layout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK) { @@ -445,7 +497,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() // Create the constant buffer { - D3D11_BUFFER_DESC desc; + D3D11_BUFFER_DESC desc = {}; desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11); desc.Usage = D3D11_USAGE_DYNAMIC; desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; @@ -525,7 +577,23 @@ bool ImGui_ImplDX11_CreateDeviceObjects() bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); } - ImGui_ImplDX11_CreateFontsTexture(); + // Create texture sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + { + D3D11_SAMPLER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; + desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; + desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; + desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; + desc.MipLODBias = 0.f; + desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; + desc.MinLOD = 0.f; + desc.MaxLOD = 0.f; + bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear); + desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; + bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerNearest); + } return true; } @@ -536,8 +604,13 @@ void ImGui_ImplDX11_InvalidateDeviceObjects() if (!bd->pd3dDevice) return; - if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } - if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well. + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplDX11_DestroyTexture(tex); + + if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; } + if (bd->pTexSamplerNearest) { bd->pTexSamplerNearest->Release(); bd->pTexSamplerNearest = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } @@ -552,6 +625,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects() bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) { ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); // Setup backend capabilities flags @@ -559,8 +633,12 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx11"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; + // Get factory from device IDXGIDevice* pDXGIDevice = nullptr; IDXGIAdapter* pDXGIAdapter = nullptr; @@ -579,8 +657,7 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co bd->pd3dDevice->AddRef(); bd->pd3dDeviceContext->AddRef(); - if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - ImGui_ImplDX11_InitPlatformInterface(); + ImGui_ImplDX11_InitMultiViewportSupport(); return true; } @@ -590,25 +667,29 @@ void ImGui_ImplDX11_Shutdown() ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - ImGui_ImplDX11_ShutdownPlatformInterface(); + ImGui_ImplDX11_ShutdownMultiViewportSupport(); ImGui_ImplDX11_InvalidateDeviceObjects(); if (bd->pFactory) { bd->pFactory->Release(); } if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); } + io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); + platform_io.ClearRendererHandlers(); IM_DELETE(bd); } void ImGui_ImplDX11_NewFrame() { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); - IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?"); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?"); - if (!bd->pFontSampler) - ImGui_ImplDX11_CreateDeviceObjects(); + if (!bd->pVertexShader) + if (!ImGui_ImplDX11_CreateDeviceObjects()) + IM_ASSERT(0 && "ImGui_ImplDX11_CreateDeviceObjects() failed!"); } //-------------------------------------------------------------------------------------------------------- @@ -627,37 +708,46 @@ struct ImGui_ImplDX11_ViewportData ~ImGui_ImplDX11_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); } }; +// Multi-Viewports: configure templates used when creating swapchains for secondary viewports. Will try them in order. +// This is intentionally not declared in the .h file yet, so you will need to copy this declaration: +void ImGui_ImplDX11_SetSwapChainDescs(const DXGI_SWAP_CHAIN_DESC* desc_templates, int desc_templates_count); +void ImGui_ImplDX11_SetSwapChainDescs(const DXGI_SWAP_CHAIN_DESC* desc_templates, int desc_templates_count) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + bd->SwapChainDescsForViewports.resize(desc_templates_count); + memcpy(bd->SwapChainDescsForViewports.Data, desc_templates, sizeof(DXGI_SWAP_CHAIN_DESC)); +} + static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); ImGui_ImplDX11_ViewportData* vd = IM_NEW(ImGui_ImplDX11_ViewportData)(); viewport->RendererUserData = vd; - // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). + // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID). // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; IM_ASSERT(hwnd != 0); + IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr); // Create swap chain - DXGI_SWAP_CHAIN_DESC sd; - ZeroMemory(&sd, sizeof(sd)); - sd.BufferDesc.Width = (UINT)viewport->Size.x; - sd.BufferDesc.Height = (UINT)viewport->Size.y; - sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - sd.SampleDesc.Count = 1; - sd.SampleDesc.Quality = 0; - sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - sd.BufferCount = 1; - sd.OutputWindow = hwnd; - sd.Windowed = TRUE; - sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; - sd.Flags = 0; - - IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr); - bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain); + HRESULT hr = DXGI_ERROR_UNSUPPORTED; + for (const DXGI_SWAP_CHAIN_DESC& sd_template : bd->SwapChainDescsForViewports) + { + IM_ASSERT(sd_template.BufferDesc.Width == 0 && sd_template.BufferDesc.Height == 0 && sd_template.OutputWindow == nullptr); + DXGI_SWAP_CHAIN_DESC sd = sd_template; + sd.BufferDesc.Width = (UINT)viewport->Size.x; + sd.BufferDesc.Height = (UINT)viewport->Size.y; + sd.OutputWindow = hwnd; + hr = bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain); + if (SUCCEEDED(hr)) + break; + } + IM_ASSERT(SUCCEEDED(hr)); + bd->pFactory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES); // Disable e.g. Alt+Enter // Create the render target - if (vd->SwapChain) + if (vd->SwapChain != nullptr) { ID3D11Texture2D* pBackBuffer; vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); @@ -716,10 +806,11 @@ static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*) static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*) { ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; - vd->SwapChain->Present(0, 0); // Present without vsync + if (vd->SwapChain) + vd->SwapChain->Present(0, 0); // Present without vsync } -static void ImGui_ImplDX11_InitPlatformInterface() +static void ImGui_ImplDX11_InitMultiViewportSupport() { ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow; @@ -727,9 +818,22 @@ static void ImGui_ImplDX11_InitPlatformInterface() platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize; platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow; platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers; + + // Default swapchain format + DXGI_SWAP_CHAIN_DESC sd; + ZeroMemory(&sd, sizeof(sd)); + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.BufferCount = 1; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + sd.Flags = 0; + ImGui_ImplDX11_SetSwapChainDescs(&sd, 1); } -static void ImGui_ImplDX11_ShutdownPlatformInterface() +static void ImGui_ImplDX11_ShutdownMultiViewportSupport() { ImGui::DestroyPlatformWindows(); } diff --git a/thirdparty/imgui_suite/imgui/cpp/backends/imgui_impl_glfw.cpp b/thirdparty/imgui_suite/imgui/cpp/backends/imgui_impl_glfw.cpp index 10be0b3040..6376c0d79d 100644 --- a/thirdparty/imgui_suite/imgui/cpp/backends/imgui_impl_glfw.cpp +++ b/thirdparty/imgui_suite/imgui/cpp/backends/imgui_impl_glfw.cpp @@ -1,18 +1,20 @@ // dear imgui: Platform Backend for GLFW // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) -// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.) +// (Requires: GLFW 3.0+. Prefer GLFW 3.3+/3.4+ for full feature support.) // Implemented features: // [X] Platform: Clipboard support. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). -// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. - -// Issues: -// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). +// [X] Multiple Dear ImGui contexts support. +// Missing features or Issues: +// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround. +// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors. +// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -22,9 +24,43 @@ // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // - Introduction, links and more at the top of imgui.cpp +// About Emscripten support: +// - Emscripten provides its own GLFW (3.2.1) implementation (syntax: "-sUSE_GLFW=3"), but Joystick is broken and several features are not supported (multiple windows, clipboard, timer, etc.) +// - A third-party Emscripten GLFW (3.4.0) implementation (syntax: "--use-port=contrib.glfw3") fixes the Joystick issue and implements all relevant features for the browser. +// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Comparison.md for details. + // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-03-25: Mouse cursor is properly restored if changed by user app/code while using glfwSetInputMode(..., GLFW_CURSOR_DISABLED) or ImGuiConfigFlags_NoMouseCursorChange. Amend change from 2025-12-10. +// 2026-02-10: Try to set IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND automatically if corresponding headers are not accessible. (#9225) +// 2026-01-25: [Docking] Improve workarounds for cases where GLFW is unable to provide any reliable monitor info. Preserve existing monitor list when none of the new one is valid. (#9195, #7902, #5683) +// 2026-01-18: [Docking] Dynamically load X11 functions to avoid -lx11 linking requirement introduced on 2025-09-10. +// 2025-12-12: Added IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND to forcefully disable either. +// 2025-12-10: Avoid repeated glfwSetCursor()/glfwSetInputMode() calls when unnecessary. Lowers overhead for very high framerates (e.g. 10k+ FPS). +// 2025-11-06: Lower minimum requirement to GLFW 3.0. Though a recent version e.g GLFW 3.4 is highly recommended. +// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown. +// 2025-09-15: Content Scales are always reported as 1.0 on Wayland. FramebufferScale are always reported as 1.0 on X11. (#8920, #8921) +// 2025-09-10: [Docking] Improve multi-viewport behavior in tiling WMs on X11 via the ImGui_ImplGlfw_SetWindowFloating() function. Note: using GLFW backend on Linux/BSD etc. requires linking with -lX11. (#8884, #8474, #8289) +// 2025-07-08: Made ImGui_ImplGlfw_GetContentScaleForWindow(), ImGui_ImplGlfw_GetContentScaleForMonitor() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733) +// 2025-06-18: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069) +// 2025-06-11: Added ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window) and ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor) helper to facilitate making DPI-aware apps. +// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors. +// 2025-04-26: [Docking] Disable multi-viewports under Wayland. (#8587) +// 2025-03-10: Map GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 into ImGuiKey_Oem102. +// 2025-03-03: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled. +// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415) +// 2024-11-05: [Docking] Added Linux workaround for spurious mouse up events emitted while dragging and creating new viewport. (#3158, #7733, #7922) +// 2024-08-22: Moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: +// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn +// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn +// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn +// 2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one. +// 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter. +// 2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw) +// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions. +// 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window. +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys. // 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609) // 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491) // 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702) @@ -80,30 +116,74 @@ // Clang warnings with -Weverything #if defined(__clang__) #pragma clang diagnostic push -#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast -#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#endif + +#if defined(__has_include) +#if !__has_include() || !__has_include() +#define IMGUI_IMPL_GLFW_DISABLE_X11 +#endif +#if !__has_include() +#define IMGUI_IMPL_GLFW_DISABLE_WAYLAND +#endif #endif // GLFW +#if !defined(IMGUI_IMPL_GLFW_DISABLE_X11) && (defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__)) +#define GLFW_HAS_X11 1 +#else +#define GLFW_HAS_X11 0 +#endif +#if !defined(IMGUI_IMPL_GLFW_DISABLE_WAYLAND) && (defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__)) +#define GLFW_HAS_WAYLAND 1 +#else +#define GLFW_HAS_WAYLAND 0 +#endif #include - #ifdef _WIN32 #undef APIENTRY +#ifndef GLFW_EXPOSE_NATIVE_WIN32 // for glfwGetWin32Window() #define GLFW_EXPOSE_NATIVE_WIN32 -#include // for glfwGetWin32Window() #endif -#ifdef __APPLE__ +#include +#elif defined(__APPLE__) +#ifndef GLFW_EXPOSE_NATIVE_COCOA // for glfwGetCocoaWindow() #define GLFW_EXPOSE_NATIVE_COCOA -#include // for glfwGetCocoaWindow() #endif +#include +#elif GLFW_HAS_X11 +#ifndef GLFW_EXPOSE_NATIVE_X11 // for glfwGetX11Display(), glfwGetX11Window() on Freedesktop (Linux, BSD, etc.) +#define GLFW_EXPOSE_NATIVE_X11 +#include +#include // for dlopen() +#endif +#include +#undef Status // X11 headers are leaking this. +#endif + +#ifndef _WIN32 +#include // for usleep() +#endif +#include // for snprintf() #ifdef __EMSCRIPTEN__ #include #include +#ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 +#include +#else +#define EMSCRIPTEN_USE_EMBEDDED_GLFW3 +#endif #endif // We gather version tests as define in order to easily see which features are version-dependent. #define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION) +#define GLFW_HAS_CREATECURSOR (GLFW_VERSION_COMBINED >= 3100) // 3.1+ glfwCreateCursor() #define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING #define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED #define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity @@ -130,27 +210,55 @@ #define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api #define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName() #define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError() +#define GLFW_HAS_GETPLATFORM (GLFW_VERSION_COMBINED >= 3400) // 3.4+ glfwGetPlatform() + +// Map GLFWWindow* to ImGuiContext*. +// - Would be simpler if we could use glfwSetWindowUserPointer()/glfwGetWindowUserPointer(), but this is a single and shared resource. +// - Would be simpler if we could use e.g. std::map<> as well. But we don't. +// - This is not particularly optimized as we expect size to be small and queries to be rare. +struct ImGui_ImplGlfw_WindowToContext { GLFWwindow* Window; ImGuiContext* Context; }; +static ImVector g_ContextMap; +static void ImGui_ImplGlfw_ContextMap_Add(GLFWwindow* window, ImGuiContext* ctx) { g_ContextMap.push_back(ImGui_ImplGlfw_WindowToContext{ window, ctx }); } +static void ImGui_ImplGlfw_ContextMap_Remove(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) { g_ContextMap.erase_unsorted(&entry); if (g_ContextMap.empty()) g_ContextMap.clear(); return; } } +static ImGuiContext* ImGui_ImplGlfw_ContextMap_Get(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) return entry.Context; return nullptr; } -// GLFW data enum GlfwClientApi { - GlfwClientApi_Unknown, GlfwClientApi_OpenGL, - GlfwClientApi_Vulkan + GlfwClientApi_Vulkan, + GlfwClientApi_Unknown, // Anything else fits here. }; +#if GLFW_HAS_X11 +typedef Atom (*PFN_XInternAtom)(Display*, const char* ,Bool); +typedef int (*PFN_XChangeProperty)(Display*, Window, Atom, Atom, int, int, const unsigned char*, int); +typedef int (*PFN_XChangeWindowAttributes)(Display*, Window, unsigned long, XSetWindowAttributes*); +typedef int (*PFN_XFlush)(Display*); +#endif + +// GLFW data struct ImGui_ImplGlfw_Data { + ImGuiContext* Context; GLFWwindow* Window; GlfwClientApi ClientApi; double Time; GLFWwindow* MouseWindow; +#if GLFW_HAS_CREATECURSOR GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; + GLFWcursor* LastMouseCursor; +#endif + bool MouseIgnoreButtonUpWaitForFocusLoss; + bool MouseIgnoreButtonUp; ImVec2 LastValidMousePos; GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST]; + bool IsWayland; bool InstalledCallbacks; bool CallbacksChainForAllWindows; - bool WantUpdateMonitors; + char BackendPlatformName[32]; +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 + const char* CanvasSelector; +#endif // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. GLFWwindowfocusfun PrevUserCallbackWindowFocus; @@ -162,7 +270,16 @@ struct ImGui_ImplGlfw_Data GLFWcharfun PrevUserCallbackChar; GLFWmonitorfun PrevUserCallbackMonitor; #ifdef _WIN32 - WNDPROC GlfwWndProc; + WNDPROC PrevWndProc; +#endif + +#if GLFW_HAS_X11 + // Module and function pointers loaded at initialization to avoid linking statically with X11. + void* X11Module; + PFN_XInternAtom XInternAtom; + PFN_XChangeProperty XChangeProperty; + PFN_XChangeWindowAttributes XChangeWindowAttributes; + PFN_XFlush XFlush; #endif ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); } @@ -175,30 +292,49 @@ struct ImGui_ImplGlfw_Data // (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks. // - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); } static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() { + // Get data for current context return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; } +static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData(GLFWwindow* window) +{ + // Get data for a given GLFW window, regardless of current context (since GLFW events are sent together) + ImGuiContext* ctx = ImGui_ImplGlfw_ContextMap_Get(window); + return (ImGui_ImplGlfw_Data*)ImGui::GetIO(ctx).BackendPlatformUserData; +} // Forward Declarations static void ImGui_ImplGlfw_UpdateMonitors(); -static void ImGui_ImplGlfw_InitPlatformInterface(); -static void ImGui_ImplGlfw_ShutdownPlatformInterface(); +static void ImGui_ImplGlfw_InitMultiViewportSupport(); +static void ImGui_ImplGlfw_ShutdownMultiViewportSupport(); // Functions -static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) +static bool ImGui_ImplGlfw_IsWayland() { - return glfwGetClipboardString((GLFWwindow*)user_data); +#if !GLFW_HAS_WAYLAND + return false; +#elif GLFW_HAS_GETPLATFORM + return glfwGetPlatform() == GLFW_PLATFORM_WAYLAND; +#else + const char* version = glfwGetVersionString(); + if (strstr(version, "Wayland") == nullptr) // e.g. Ubuntu 22.04 ships with GLFW 3.3.6 compiled without Wayland + return false; +#ifdef GLFW_EXPOSE_NATIVE_X11 + if (glfwGetX11Display() != nullptr) + return false; +#endif + return true; +#endif } -static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode); +ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode) { - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - -static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key) -{ - switch (key) + IM_UNUSED(scancode); + switch (keycode) { case GLFW_KEY_TAB: return ImGuiKey_Tab; case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow; @@ -224,6 +360,8 @@ static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key) case GLFW_KEY_EQUAL: return ImGuiKey_Equal; case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket; case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash; + case GLFW_KEY_WORLD_1: return ImGuiKey_Oem102; + case GLFW_KEY_WORLD_2: return ImGuiKey_Oem102; case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket; case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent; case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock; @@ -305,58 +443,72 @@ static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key) case GLFW_KEY_F10: return ImGuiKey_F10; case GLFW_KEY_F11: return ImGuiKey_F11; case GLFW_KEY_F12: return ImGuiKey_F12; + case GLFW_KEY_F13: return ImGuiKey_F13; + case GLFW_KEY_F14: return ImGuiKey_F14; + case GLFW_KEY_F15: return ImGuiKey_F15; + case GLFW_KEY_F16: return ImGuiKey_F16; + case GLFW_KEY_F17: return ImGuiKey_F17; + case GLFW_KEY_F18: return ImGuiKey_F18; + case GLFW_KEY_F19: return ImGuiKey_F19; + case GLFW_KEY_F20: return ImGuiKey_F20; + case GLFW_KEY_F21: return ImGuiKey_F21; + case GLFW_KEY_F22: return ImGuiKey_F22; + case GLFW_KEY_F23: return ImGuiKey_F23; + case GLFW_KEY_F24: return ImGuiKey_F24; default: return ImGuiKey_None; } } // X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW // See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630 -static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window) +static void ImGui_ImplGlfw_UpdateKeyModifiers(ImGuiIO& io, GLFWwindow* window) { - ImGuiIO& io = ImGui::GetIO(); io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS)); io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS)); io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS)); io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS)); } -static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window) +static bool ImGui_ImplGlfw_ShouldChainCallback(ImGui_ImplGlfw_Data* bd, GLFWwindow* window) { - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); return bd->CallbacksChainForAllWindows ? true : (window == bd->Window); } void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) { - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) bd->PrevUserCallbackMousebutton(window, button, action, mods); - ImGui_ImplGlfw_UpdateKeyModifiers(window); + // Workaround for Linux: ignore mouse up events which are following an focus loss following a viewport creation + if (bd->MouseIgnoreButtonUp && action == GLFW_RELEASE) + return; - ImGuiIO& io = ImGui::GetIO(); + ImGuiIO& io = ImGui::GetIO(bd->Context); + ImGui_ImplGlfw_UpdateKeyModifiers(io, window); if (button >= 0 && button < ImGuiMouseButton_COUNT) io.AddMouseButtonEvent(button, action == GLFW_PRESS); } void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) { - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) bd->PrevUserCallbackScroll(window, xoffset, yoffset); -#ifdef __EMSCRIPTEN__ +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback(). return; #endif - ImGuiIO& io = ImGui::GetIO(); + ImGuiIO& io = ImGui::GetIO(bd->Context); io.AddMouseWheelEvent((float)xoffset, (float)yoffset); } +// FIXME: should this be baked into ImGui_ImplGlfw_KeyToImGuiKey()? then what about the values passed to io.SetKeyEventNativeData()? static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) { -#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__) +#if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult. // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently) // See https://github.com/glfw/glfw/issues/1502 for details. @@ -367,14 +519,14 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); const char* key_name = glfwGetKeyName(key, scancode); glfwSetErrorCallback(prev_error_callback); -#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908) +#if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // Eat errors (see #5908) (void)glfwGetError(nullptr); #endif if (key_name && key_name[0] != 0 && key_name[1] == 0) { const char char_names[] = "`-=[]\\,;\'./"; const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 }; - IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys)); + IM_ASSERT(IM_COUNTOF(char_names) == IM_COUNTOF(char_keys)); if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); } else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); } else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); } @@ -389,43 +541,47 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods) { - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) bd->PrevUserCallbackKey(window, keycode, scancode, action, mods); if (action != GLFW_PRESS && action != GLFW_RELEASE) return; - ImGui_ImplGlfw_UpdateKeyModifiers(window); + ImGuiIO& io = ImGui::GetIO(bd->Context); + ImGui_ImplGlfw_UpdateKeyModifiers(io, window); - if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows)) + if (keycode >= 0 && keycode < IM_COUNTOF(bd->KeyOwnerWindows)) bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr; keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); - ImGuiIO& io = ImGui::GetIO(); - ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode); + ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode); io.AddKeyEvent(imgui_key, (action == GLFW_PRESS)); io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code) } void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) { - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) bd->PrevUserCallbackWindowFocus(window, focused); - ImGuiIO& io = ImGui::GetIO(); + // Workaround for Linux: when losing focus with MouseIgnoreButtonUpWaitForFocusLoss set, we will temporarily ignore subsequent Mouse Up events + bd->MouseIgnoreButtonUp = (bd->MouseIgnoreButtonUpWaitForFocusLoss && focused == 0); + bd->MouseIgnoreButtonUpWaitForFocusLoss = false; + + ImGuiIO& io = ImGui::GetIO(bd->Context); io.AddFocusEvent(focused != 0); } void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) { - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) bd->PrevUserCallbackCursorPos(window, x, y); - ImGuiIO& io = ImGui::GetIO(); + ImGuiIO& io = ImGui::GetIO(bd->Context); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { int window_x, window_y; @@ -441,11 +597,11 @@ void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) // so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984) void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) { - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) bd->PrevUserCallbackCursorEnter(window, entered); - ImGuiIO& io = ImGui::GetIO(); + ImGuiIO& io = ImGui::GetIO(bd->Context); if (entered) { bd->MouseWindow = window; @@ -461,32 +617,32 @@ void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) { - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) bd->PrevUserCallbackChar(window, c); - ImGuiIO& io = ImGui::GetIO(); + ImGuiIO& io = ImGui::GetIO(bd->Context); io.AddInputCharacter(c); } void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) { - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - bd->WantUpdateMonitors = true; + // This function is technically part of the API even if we stopped using the callback, so leaving it around. } -#ifdef __EMSCRIPTEN__ -static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*) +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 +static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void* user_data) { // Mimic Emscripten_HandleWheel() in SDL. // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096 + ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; float multiplier = 0.0f; if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step. else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step. else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps. float wheel_x = ev->deltaX * -multiplier; float wheel_y = ev->deltaY * -multiplier; - ImGuiIO& io = ImGui::GetIO(); + ImGuiIO& io = ImGui::GetIO(bd->Context); io.AddMouseWheelEvent(wheel_x, wheel_y); //IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y); return EM_TRUE; @@ -494,53 +650,12 @@ static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEven #endif #ifdef _WIN32 -// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen. -// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently. -static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() -{ - LPARAM extra_info = ::GetMessageExtraInfo(); - if ((extra_info & 0xFFFFFF80) == 0xFF515700) - return ImGuiMouseSource_Pen; - if ((extra_info & 0xFFFFFF80) == 0xFF515780) - return ImGuiMouseSource_TouchScreen; - return ImGuiMouseSource_Mouse; -} -static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - switch (msg) - { - case WM_MOUSEMOVE: case WM_NCMOUSEMOVE: - case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP: - case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP: - case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP: - case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP: - ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo()); - break; - - // We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs". - // In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!) -#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED - case WM_NCHITTEST: - { - // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL). - // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. - // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in - // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. - ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT"); - if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs)) - return HTTRANSPARENT; - break; - } -#endif - } - return ::CallWindowProc(bd->GlfwWndProc, hWnd, msg, wParam, lParam); -} +static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); #endif void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) { - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!"); IM_ASSERT(bd->Window == window); @@ -557,7 +672,7 @@ void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window) { - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!"); IM_ASSERT(bd->Window == window); @@ -580,7 +695,7 @@ void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window) bd->PrevUserCallbackMonitor = nullptr; } -// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user. +// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user). // This is 'false' by default meaning we only chain callbacks for the main viewport. // We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback. // If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter. @@ -590,37 +705,69 @@ void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows) bd->CallbacksChainForAllWindows = chain_for_all_windows; } +#ifdef __EMSCRIPTEN__ +#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817 +void ImGui_ImplGlfw_EmscriptenOpenURL(const char* url) { if (url) emscripten::glfw3::OpenURL(url); } +#else +EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (const char* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); }); +#endif +#endif + static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) { ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED); // Setup backend capabilities flags ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)(); + snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_glfw (%d)", GLFW_VERSION_COMBINED); io.BackendPlatformUserData = (void*)bd; - io.BackendPlatformName = "imgui_impl_glfw"; + io.BackendPlatformName = bd->BackendPlatformName; +#if GLFW_HAS_CREATECURSOR io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) - io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) -#ifndef __EMSCRIPTEN__ - io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) #endif -#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + + bool has_viewports = false; +#ifndef __EMSCRIPTEN__ + has_viewports = true; +#if GLFW_HAS_GETPLATFORM + if (glfwGetPlatform() == GLFW_PLATFORM_WAYLAND) + has_viewports = false; +#endif + if (has_viewports) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) +#endif +#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) #endif + bd->Context = ImGui::GetCurrentContext(); bd->Window = window; bd->Time = 0.0; - bd->WantUpdateMonitors = true; + bd->IsWayland = ImGui_ImplGlfw_IsWayland(); + ImGui_ImplGlfw_ContextMap_Add(window, bd->Context); - io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; - io.ClipboardUserData = bd->Window; + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); +#if GLFW_VERSION_COMBINED < 3300 + platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window, text); }; + platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window); }; +#else + platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); }; + platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(nullptr); }; +#endif + +#ifdef __EMSCRIPTEN__ + platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; }; +#endif // Create mouse cursors // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.) +#if GLFW_HAS_CREATECURSOR GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); @@ -639,6 +786,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); #endif glfwSetErrorCallback(prev_error_callback); +#endif #if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908) (void)glfwGetError(nullptr); #endif @@ -646,14 +794,9 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. if (install_callbacks) ImGui_ImplGlfw_InstallCallbacks(window); - // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096) - // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves. - // FIXME: May break chaining in case user registered their own Emscripten callback? -#ifdef __EMSCRIPTEN__ - emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback); -#endif - // Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784) + // Update monitor a first time during init + // (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784) ImGui_ImplGlfw_UpdateMonitors(); glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); @@ -667,14 +810,53 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw #else IM_UNUSED(main_viewport); #endif - if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - ImGui_ImplGlfw_InitPlatformInterface(); + if (has_viewports) + ImGui_ImplGlfw_InitMultiViewportSupport(); // Windows: register a WndProc hook so we can intercept some messages. #ifdef _WIN32 - bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC); - IM_ASSERT(bd->GlfwWndProc != nullptr); - ::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); + HWND hwnd = (HWND)main_viewport->PlatformHandleRaw; + ::SetPropA(hwnd, "IMGUI_BACKEND_DATA", bd); + bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC); + IM_ASSERT(bd->PrevWndProc != nullptr); + ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); +#endif + +#if GLFW_HAS_X11 + if (!bd->IsWayland) + { + // Load X11 module dynamically. Copied from the way that GLFW does it in x11_init.c +#if defined(__CYGWIN__) + const char* x11_module_path = "libX11-6.so"; +#elif defined(__OpenBSD__) || defined(__NetBSD__) + const char* x11_module_path = "libX11.so"; +#else + const char* x11_module_path = "libX11.so.6"; +#endif + bd->X11Module = dlopen(x11_module_path, RTLD_LAZY | RTLD_LOCAL); + bd->XInternAtom = (PFN_XInternAtom)dlsym(bd->X11Module, "XInternAtom"); + bd->XChangeProperty = (PFN_XChangeProperty)dlsym(bd->X11Module, "XChangeProperty"); + bd->XChangeWindowAttributes = (PFN_XChangeWindowAttributes)dlsym(bd->X11Module, "XChangeWindowAttributes"); + bd->XFlush = (PFN_XFlush)dlsym(bd->X11Module, "XFlush"); + IM_ASSERT(bd->XInternAtom != nullptr && bd->XChangeProperty != nullptr && bd->XChangeWindowAttributes != nullptr && bd->XFlush != nullptr); + } +#endif + + // Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime + // to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten). +#ifdef __EMSCRIPTEN__ +#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817 + if (emscripten::glfw3::IsRuntimePlatformApple()) + { + io.ConfigMacOSXBehaviors = true; + + // Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used. + // This means that Meta + V only registers a single key-press, even if the keys are held. + // This is a compromise for dealing with this issue in ImGui since ImGui implements key repeat itself. + // See https://github.com/pongasoft/emscripten-glfw/blob/v3.4.0.20240817/docs/Usage.md#the-problem-of-the-super-key + emscripten::glfw3::SetSuperPlusKeyTimeouts(10, 10); + } +#endif #endif bd->ClientApi = client_api; @@ -700,29 +882,39 @@ void ImGui_ImplGlfw_Shutdown() { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - ImGui_ImplGlfw_ShutdownPlatformInterface(); - + ImGui_ImplGlfw_ShutdownMultiViewportSupport(); if (bd->InstalledCallbacks) ImGui_ImplGlfw_RestoreCallbacks(bd->Window); -#ifdef __EMSCRIPTEN__ - emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, nullptr); +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 + if (bd->CanvasSelector) + emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr); #endif - +#if GLFW_HAS_CREATECURSOR for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) glfwDestroyCursor(bd->MouseCursors[cursor_n]); - - // Windows: register a WndProc hook so we can intercept some messages. +#endif + // Windows: restore our WndProc hook #ifdef _WIN32 ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - ::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc); - bd->GlfwWndProc = nullptr; + ::SetPropA((HWND)main_viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", nullptr); + ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc); + bd->PrevWndProc = nullptr; +#endif + +#if GLFW_HAS_X11 + if (bd->X11Module != nullptr) + dlclose(bd->X11Module); #endif io.BackendPlatformName = nullptr; io.BackendPlatformUserData = nullptr; io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); + platform_io.ClearPlatformHandlers(); + ImGui_ImplGlfw_ContextMap_Remove(bd->Window); IM_DELETE(bd); } @@ -732,7 +924,6 @@ static void ImGui_ImplGlfw_UpdateMouseData() ImGuiIO& io = ImGui::GetIO(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - ImGuiID mouse_viewport_id = 0; const ImVec2 mouse_pos_prev = io.MousePos; for (int n = 0; n < platform_io.Viewports.Size; n++) @@ -740,14 +931,14 @@ static void ImGui_ImplGlfw_UpdateMouseData() ImGuiViewport* viewport = platform_io.Viewports[n]; GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle; -#ifdef __EMSCRIPTEN__ +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 const bool is_window_focused = true; #else const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; #endif if (is_window_focused) { - // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions. if (io.WantSetMousePos) glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y)); @@ -773,7 +964,8 @@ static void ImGui_ImplGlfw_UpdateMouseData() // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. - // - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag. + // - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag (since we implement hit via our WndProc hook) + // On other platforms we rely on the library fallbacking to its own search when reporting a viewport with _NoInputs flag. // - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture. // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported @@ -781,12 +973,12 @@ static void ImGui_ImplGlfw_UpdateMouseData() // - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). // FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems. // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature. -#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)) - const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0; #if GLFW_HAS_MOUSE_PASSTHROUGH + const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0; glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input); #endif - if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !window_no_input) +#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED + if (glfwGetWindowAttrib(window, GLFW_HOVERED)) mouse_viewport_id = viewport->ID; #else // We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse. @@ -802,7 +994,10 @@ static void ImGui_ImplGlfw_UpdateMouseCursor() ImGuiIO& io = ImGui::GetIO(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) + { + bd->LastMouseCursor = nullptr; // Invalidate so that if user changes underlying cursor we will update it next time we can. return; + } ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); @@ -811,14 +1006,25 @@ static void ImGui_ImplGlfw_UpdateMouseCursor() GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle; if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) { - // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor - glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); + if (bd->LastMouseCursor != nullptr) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); + bd->LastMouseCursor = nullptr; + } } else { // Show OS mouse cursor // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. - glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); +#if GLFW_HAS_CREATECURSOR + GLFWcursor* cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; + if (bd->LastMouseCursor != cursor) + { + glfwSetCursor(window, cursor); + bd->LastMouseCursor = cursor; + } +#endif glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); } } @@ -829,11 +1035,11 @@ static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0 static void ImGui_ImplGlfw_UpdateGamepads() { ImGuiIO& io = ImGui::GetIO(); - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs, but see #8075 return; io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; -#if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__) +#if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) GLFWgamepadstate gamepad; if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad)) return; @@ -879,16 +1085,11 @@ static void ImGui_ImplGlfw_UpdateGamepads() static void ImGui_ImplGlfw_UpdateMonitors() { - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - bd->WantUpdateMonitors = false; - int monitors_count = 0; GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count); - if (monitors_count == 0) // Preserve existing monitor list if there are none. Happens on macOS sleeping (#5683) - return; - platform_io.Monitors.resize(0); + bool updated_monitors = false; for (int n = 0; n < monitors_count; n++) { ImGuiPlatformMonitor monitor; @@ -897,6 +1098,8 @@ static void ImGui_ImplGlfw_UpdateMonitors() const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]); if (vid_mode == nullptr) continue; // Failed to get Video mode (e.g. Emscripten does not support this function) + if (vid_mode->width <= 0 || vid_mode->height <= 0) + continue; // Failed to query suitable monitor info (#9195) monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y); monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height); #if GLFW_HAS_MONITOR_WORK_AREA @@ -908,33 +1111,85 @@ static void ImGui_ImplGlfw_UpdateMonitors() monitor.WorkSize = ImVec2((float)w, (float)h); } #endif -#if GLFW_HAS_PER_MONITOR_DPI - // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. - float x_scale, y_scale; - glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale); - monitor.DpiScale = x_scale; -#endif + float scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfw_monitors[n]); + if (scale == 0.0f) + continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0 (#7902) + monitor.DpiScale = scale; monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes" + + // Preserve existing monitor list until a valid one is added. + // Happens on macOS sleeping (#5683) and seemingly occasionally on Windows (#9195) + if (!updated_monitors) + platform_io.Monitors.resize(0); + updated_monitors = true; platform_io.Monitors.push_back(monitor); } } +// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend. +// - Apple platforms use FramebufferScale so we always return 1.0f. +// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle. +float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window) +{ +#if GLFW_HAS_WAYLAND + if (ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window)) + if (bd->IsWayland) + return 1.0f; +#endif +#if GLFW_HAS_PER_MONITOR_DPI && !(defined(__APPLE__) || defined(__EMSCRIPTEN__) || defined(__ANDROID__)) + float x_scale, y_scale; + glfwGetWindowContentScale(window, &x_scale, &y_scale); + return x_scale; +#else + IM_UNUSED(window); + return 1.0f; +#endif +} + +float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor) +{ +#if GLFW_HAS_WAYLAND + if (ImGui_ImplGlfw_IsWayland()) // We can't access our bd->IsWayland cache for a monitor. + return 1.0f; +#endif +#if GLFW_HAS_PER_MONITOR_DPI && !(defined(__APPLE__) || defined(__EMSCRIPTEN__) || defined(__ANDROID__)) + float x_scale, y_scale; + glfwGetMonitorContentScale(monitor, &x_scale, &y_scale); + return x_scale; +#else + IM_UNUSED(monitor); + return 1.0f; +#endif +} + +static void ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(GLFWwindow* window, ImVec2* out_size, ImVec2* out_framebuffer_scale) +{ + int w, h; + int display_w, display_h; + glfwGetWindowSize(window, &w, &h); + glfwGetFramebufferSize(window, &display_w, &display_h); + float fb_scale_x = (w > 0) ? (float)display_w / (float)w : 1.0f; + float fb_scale_y = (h > 0) ? (float)display_h / (float)h : 1.0f; +#if GLFW_HAS_WAYLAND + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + if (!bd->IsWayland) + fb_scale_x = fb_scale_y = 1.0f; +#endif + if (out_size != nullptr) + *out_size = ImVec2((float)w, (float)h); + if (out_framebuffer_scale != nullptr) + *out_framebuffer_scale = ImVec2(fb_scale_x, fb_scale_y); +} + void ImGui_ImplGlfw_NewFrame() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?"); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?"); - // Setup display size (every frame to accommodate for window resizing) - int w, h; - int display_w, display_h; - glfwGetWindowSize(bd->Window, &w, &h); - glfwGetFramebufferSize(bd->Window, &display_w, &display_h); - io.DisplaySize = ImVec2((float)w, (float)h); - if (w > 0 && h > 0) - io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h); - if (bd->WantUpdateMonitors) - ImGui_ImplGlfw_UpdateMonitors(); + // Setup main viewport size (every frame to accommodate for window resizing) + ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale); + ImGui_ImplGlfw_UpdateMonitors(); // Setup time step // (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644) @@ -944,6 +1199,7 @@ void ImGui_ImplGlfw_NewFrame() io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); bd->Time = current_time; + bd->MouseIgnoreButtonUp = false; ImGui_ImplGlfw_UpdateMouseData(); ImGui_ImplGlfw_UpdateMouseCursor(); @@ -951,21 +1207,87 @@ void ImGui_ImplGlfw_NewFrame() ImGui_ImplGlfw_UpdateGamepads(); } +// GLFW doesn't provide a portable sleep function +void ImGui_ImplGlfw_Sleep(int milliseconds) +{ +#ifdef _WIN32 + ::Sleep(milliseconds); +#else + usleep(milliseconds * 1000); +#endif +} + +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 +static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data) +{ + ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; + double canvas_width, canvas_height; + emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height); + glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height); + return true; +} + +static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data) +{ + ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; + double canvas_width, canvas_height; + emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height); + glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height); + return true; +} + +// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query. +// STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID. +void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector) +{ + IM_ASSERT(canvas_selector != nullptr); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?"); + + bd->CanvasSelector = canvas_selector; + emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange); + emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback); + + // Change the size of the GLFW window according to the size of the canvas + ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd); + + // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096) + // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves. + // FIXME: May break chaining in case user registered their own Emscripten callback? + emscripten_set_wheel_callback(bd->CanvasSelector, bd, false, ImGui_ImplEmscripten_WheelCallback); +} +#elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3) +// When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call +// by invoking emscripten_glfw_make_canvas_resizable afterward. +// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation +void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector) +{ + GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector)); + IM_ASSERT(window == w); // Sanity check + IM_UNUSED(w); + emscripten_glfw_make_canvas_resizable(window, "window", nullptr); +} +#endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 + + //-------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. //-------------------------------------------------------------------------------------------------------- -// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data. struct ImGui_ImplGlfw_ViewportData { - GLFWwindow* Window; + GLFWwindow* Window; // Stored in ImGuiViewport::PlatformHandle bool WindowOwned; int IgnoreWindowPosEventFrame; int IgnoreWindowSizeEventFrame; +#ifdef _WIN32 + WNDPROC PrevWndProc; +#endif - ImGui_ImplGlfw_ViewportData() { Window = nullptr; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; } + ImGui_ImplGlfw_ViewportData() { memset((void*)this, 0, sizeof(*this)); IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; } ~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); } }; @@ -1011,19 +1333,48 @@ static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int) } } +#if !defined(__APPLE__) && !defined(_WIN32) && !defined(__EMSCRIPTEN__) && GLFW_HAS_GETPLATFORM +#define IMGUI_GLFW_HAS_SETWINDOWFLOATING +static void ImGui_ImplGlfw_SetWindowFloating(ImGui_ImplGlfw_Data* bd, GLFWwindow* window) +{ +#ifdef GLFW_EXPOSE_NATIVE_X11 + if (glfwGetPlatform() == GLFW_PLATFORM_X11) + { + Display* display = glfwGetX11Display(); + Window xwindow = glfwGetX11Window(window); + Atom wm_type = bd->XInternAtom(display, "_NET_WM_WINDOW_TYPE", False); + Atom wm_type_dialog = bd->XInternAtom(display, "_NET_WM_WINDOW_TYPE_DIALOG", False); + bd->XChangeProperty(display, xwindow, wm_type, XA_ATOM, 32, PropModeReplace, (unsigned char*)&wm_type_dialog, 1); + XSetWindowAttributes attrs; + attrs.override_redirect = False; + bd->XChangeWindowAttributes(display, xwindow, CWOverrideRedirect, &attrs); + bd->XFlush(display); + } +#endif // GLFW_EXPOSE_NATIVE_X11 +#ifdef GLFW_EXPOSE_NATIVE_WAYLAND + // FIXME: Help needed, see #8884, #8474 for discussions about this. +#endif // GLFW_EXPOSE_NATIVE_X11 +} +#endif // IMGUI_GLFW_HAS_SETWINDOWFLOATING + static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); viewport->PlatformUserData = vd; + // Workaround for Linux: ignore mouse up events corresponding to losing focus of the previously focused window (#7733, #3158, #7922) +#ifdef __linux__ + bd->MouseIgnoreButtonUpWaitForFocusLoss = true; +#endif + // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem glfwWindowHint(GLFW_VISIBLE, false); glfwWindowHint(GLFW_FOCUSED, false); #if GLFW_HAS_FOCUS_ON_SHOW glfwWindowHint(GLFW_FOCUS_ON_SHOW, false); - #endif +#endif glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true); #if GLFW_HAS_WINDOW_TOPMOST glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false); @@ -1031,9 +1382,14 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr; vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window); vd->WindowOwned = true; + ImGui_ImplGlfw_ContextMap_Add(vd->Window, bd->Context); viewport->PlatformHandle = (void*)vd->Window; +#ifdef IMGUI_GLFW_HAS_SETWINDOWFLOATING + ImGui_ImplGlfw_SetWindowFloating(bd, vd->Window); +#endif #ifdef _WIN32 viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window); + ::SetPropA((HWND)viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", bd); #elif defined(__APPLE__) viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window); #endif @@ -1071,10 +1427,11 @@ static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport) // Release any keys that were pressed in the window being destroyed and are still held down, // because we will not receive any release events after window is destroyed. - for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++) + for (int i = 0; i < IM_COUNTOF(bd->KeyOwnerWindows); i++) if (bd->KeyOwnerWindows[i] == vd->Window) ImGui_ImplGlfw_KeyCallback(vd->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called. + ImGui_ImplGlfw_ContextMap_Remove(vd->Window); glfwDestroyWindow(vd->Window); } vd->Window = nullptr; @@ -1098,13 +1455,10 @@ static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport) ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); } - // GLFW hack: install hook for WM_NCHITTEST message handler -#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + // GLFW hack: install WndProc for mouse source event and WM_NCHITTEST message handler. ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport); - IM_ASSERT(bd->GlfwWndProc == (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC)); - ::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); -#endif + vd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC); + ::SetWindowLongPtrW(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); #if !GLFW_HAS_FOCUS_ON_SHOW // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window. @@ -1148,7 +1502,7 @@ static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport) static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; -#if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX +#if defined(__APPLE__) && !GLFW_HAS_OSX_WINDOW_POS_FIX // Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are // positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it // doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based @@ -1162,6 +1516,14 @@ static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y); } +static ImVec2 ImGui_ImplGlfw_GetWindowFramebufferScale(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + ImVec2 framebuffer_scale; + ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, &framebuffer_scale); + return framebuffer_scale; +} + static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title) { ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; @@ -1248,7 +1610,7 @@ static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst } #endif // GLFW_HAS_VULKAN -static void ImGui_ImplGlfw_InitPlatformInterface() +static void ImGui_ImplGlfw_InitMultiViewportSupport() { // Register platform interface (will be coupled with a renderer interface) ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); @@ -1260,6 +1622,7 @@ static void ImGui_ImplGlfw_InitPlatformInterface() platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos; platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize; platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize; + platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplGlfw_GetWindowFramebufferScale; platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus; platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus; platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized; @@ -1283,13 +1646,69 @@ static void ImGui_ImplGlfw_InitPlatformInterface() main_viewport->PlatformHandle = (void*)bd->Window; } -static void ImGui_ImplGlfw_ShutdownPlatformInterface() +static void ImGui_ImplGlfw_ShutdownMultiViewportSupport() { ImGui::DestroyPlatformWindows(); } //----------------------------------------------------------------------------- +// WndProc hook (declared here because we will need access to ImGui_ImplGlfw_ViewportData) +#ifdef _WIN32 +static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() +{ + LPARAM extra_info = ::GetMessageExtraInfo(); + if ((extra_info & 0xFFFFFF80) == 0xFF515700) + return ImGuiMouseSource_Pen; + if ((extra_info & 0xFFFFFF80) == 0xFF515780) + return ImGuiMouseSource_TouchScreen; + return ImGuiMouseSource_Mouse; +} +static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)::GetPropA(hWnd, "IMGUI_BACKEND_DATA"); + ImGuiIO& io = ImGui::GetIO(bd->Context); + + WNDPROC prev_wndproc = bd->PrevWndProc; + ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT"); + if (viewport != NULL) + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + prev_wndproc = vd->PrevWndProc; + + switch (msg) + { + // GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen. + // Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently. + case WM_MOUSEMOVE: case WM_NCMOUSEMOVE: + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP: + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP: + io.AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo()); + break; + + // We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs". + // In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!) +#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED + case WM_NCHITTEST: + { + // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL). + // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. + // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in + // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. + if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs)) + return HTTRANSPARENT; + break; + } +#endif + default: break; + } + return ::CallWindowProcW(prev_wndproc, hWnd, msg, wParam, lParam); +} +#endif // #ifdef _WIN32 + +//----------------------------------------------------------------------------- + #if defined(__clang__) #pragma clang diagnostic pop #endif diff --git a/thirdparty/imgui_suite/imgui/cpp/backends/imgui_impl_metal.mm b/thirdparty/imgui_suite/imgui/cpp/backends/imgui_impl_metal.mm index 55af1b1e3b..68f7c08335 100644 --- a/thirdparty/imgui_suite/imgui/cpp/backends/imgui_impl_metal.mm +++ b/thirdparty/imgui_suite/imgui/cpp/backends/imgui_impl_metal.mm @@ -2,8 +2,9 @@ // This needs to be used along with a Platform Backend (e.g. OSX) // Implemented features: -// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. @@ -16,7 +17,13 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2023-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-04-03: Metal: avoid redundant vertex buffer bind in SetupRenderState. (#9343) +// 2026-03-19: Fixed issue in ImGui_ImplMetal_RenderDrawData() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310) +// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. +// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplMetal_CreateFontsTexture() and ImGui_ImplMetal_DestroyFontsTexture(). +// 2025-02-03: Metal: Crash fix. (#8367) +// 2025-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419). // 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. // 2022-07-05: Metal: Add dispatch synchronization. // 2022-06-30: Metal: Use __bridge for ARC based systems. @@ -41,8 +48,8 @@ #import // Forward Declarations -static void ImGui_ImplMetal_InitPlatformInterface(); -static void ImGui_ImplMetal_ShutdownPlatformInterface(); +static void ImGui_ImplMetal_InitMultiViewportSupport(); +static void ImGui_ImplMetal_ShutdownMultiViewportSupport(); static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows(); static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows(); @@ -65,6 +72,11 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows(); - (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor; @end +@interface MetalTexture : NSObject +@property (nonatomic, strong) id metalTexture; +- (instancetype)initWithTexture:(id)metalTexture; +@end + // A singleton that stores long-lived objects that are needed by the Metal // renderer backend. Stores the render pipeline state cache and the default // font texture, and manages the reusable buffer cache. @@ -73,7 +85,6 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows(); @property (nonatomic, strong) id depthStencilState; @property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient @property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors -@property (nonatomic, strong, nullable) id fontTexture; @property (nonatomic, strong) NSMutableArray* bufferCache; @property (nonatomic, assign) double lastBufferCachePurge; - (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device; @@ -84,10 +95,9 @@ struct ImGui_ImplMetal_Data { MetalContext* SharedMetalContext; - ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); } + ImGui_ImplMetal_Data() { memset((void*)this, 0, sizeof(*this)); } }; -static ImGui_ImplMetal_Data* ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); } static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); } @@ -117,11 +127,6 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, } -bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device) -{ - return ImGui_ImplMetal_CreateFontsTexture((__bridge id)(device)); -} - bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device) { return ImGui_ImplMetal_CreateDeviceObjects((__bridge id)(device)); @@ -133,18 +138,21 @@ bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device) bool ImGui_ImplMetal_Init(id device) { - ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_CreateBackendData(); ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)(); io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_metal"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) bd->SharedMetalContext = [[MetalContext alloc] init]; bd->SharedMetalContext.device = device; - if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - ImGui_ImplMetal_InitPlatformInterface(); + ImGui_ImplMetal_InitMultiViewportSupport(); return true; } @@ -152,28 +160,35 @@ bool ImGui_ImplMetal_Init(id device) void ImGui_ImplMetal_Shutdown() { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + IM_UNUSED(bd); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); - ImGui_ImplMetal_ShutdownPlatformInterface(); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGui_ImplMetal_ShutdownMultiViewportSupport(); ImGui_ImplMetal_DestroyDeviceObjects(); ImGui_ImplMetal_DestroyBackendData(); - ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); + platform_io.ClearRendererHandlers(); } void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); - IM_ASSERT(bd->SharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?"); + IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal_Init()?"); +#ifdef IMGUI_IMPL_METAL_CPP + bd->SharedMetalContext.framebufferDescriptor = [[[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]autorelease]; +#else bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]; - +#endif if (bd->SharedMetalContext.depthStencilState == nil) ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device); } -static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id commandBuffer, +static void ImGui_ImplMetal_SetupRenderState(ImDrawData* draw_data, id commandBuffer, id commandEncoder, id renderPipelineState, MetalBuffer* vertexBuffer, size_t vertexBufferOffset) { @@ -189,17 +204,17 @@ static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, idDisplaySize.x * drawData->FramebufferScale.x), - .height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y), + .width = (double)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x), + .height = (double)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y), .znear = 0.0, .zfar = 1.0 }; [commandEncoder setViewport:viewport]; - float L = drawData->DisplayPos.x; - float R = drawData->DisplayPos.x + drawData->DisplaySize.x; - float T = drawData->DisplayPos.y; - float B = drawData->DisplayPos.y + drawData->DisplaySize.y; + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; float N = (float)viewport.znear; float F = (float)viewport.zfar; const float ortho_projection[4][4] = @@ -213,22 +228,28 @@ static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id commandBuffer, id commandEncoder) +void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id commandBuffer, id commandEncoder) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); MetalContext* ctx = bd->SharedMetalContext; // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x); - int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y); - if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdLists.Size == 0) return; + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplMetal_UpdateTexture(tex); + // Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame // The hit rate for this cache should be very near 100%. id renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor]; @@ -241,38 +262,36 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id c ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState; } - size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert); - size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx); + size_t vertexBufferLength = (size_t)draw_data->TotalVtxCount * sizeof(ImDrawVert); + size_t indexBufferLength = (size_t)draw_data->TotalIdxCount * sizeof(ImDrawIdx); MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device]; MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device]; - ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0); + ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0); // Will project scissor/clipping rectangles into framebuffer space - ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports - ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) // Render command lists size_t vertexBufferOffset = 0; size_t indexBufferOffset = 0; - for (int n = 0; n < drawData->CmdListsCount; n++) + for (const ImDrawList* draw_list : draw_data->CmdLists) { - const ImDrawList* cmd_list = drawData->CmdLists[n]; + memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, draw_list->VtxBuffer.Data, (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, draw_list->IdxBuffer.Data, (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); - memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) - ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset); + ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset); else - pcmd->UserCallback(cmd_list, pcmd); + pcmd->UserCallback(draw_list, pcmd); } else { @@ -301,8 +320,9 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id c [commandEncoder setScissorRect:scissorRect]; // Bind texture, Draw - if (ImTextureID tex_id = pcmd->GetTexID()) - [commandEncoder setFragmentTexture:(__bridge id)(tex_id) atIndex:0]; + ImTextureID tex_id = pcmd->GetTexID(); + if (tex_id != ImTextureID_Invalid) + [commandEncoder setFragmentTexture:(__bridge id)(void*)(intptr_t)(tex_id) atIndex:0]; [commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0]; [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle @@ -313,62 +333,88 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id c } } - vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert); - indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx); + vertexBufferOffset += (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert); + indexBufferOffset += (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx); } + MetalContext* sharedMetalContext = bd->SharedMetalContext; [commandBuffer addCompletedHandler:^(id) { dispatch_async(dispatch_get_main_queue(), ^{ - ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); - if (bd != nullptr) + @synchronized(sharedMetalContext.bufferCache) { - @synchronized(bd->SharedMetalContext.bufferCache) - { - [bd->SharedMetalContext.bufferCache addObject:vertexBuffer]; - [bd->SharedMetalContext.bufferCache addObject:indexBuffer]; - } + [sharedMetalContext.bufferCache addObject:vertexBuffer]; + [sharedMetalContext.bufferCache addObject:indexBuffer]; } }); }]; } -bool ImGui_ImplMetal_CreateFontsTexture(id device) +static void ImGui_ImplMetal_DestroyTexture(ImTextureData* tex) { - ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); - ImGuiIO& io = ImGui::GetIO(); + if (MetalTexture* backend_tex = (__bridge_transfer MetalTexture*)(tex->BackendUserData)) + { + IM_ASSERT(backend_tex.metalTexture == (__bridge id)(void*)(intptr_t)tex->TexID); + backend_tex.metalTexture = nil; - // We are retrieving and uploading the font atlas as a 4-channels RGBA texture here. - // In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth. - // However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures. - // You can make that change in your implementation. - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm - width:(NSUInteger)width - height:(NSUInteger)height - mipmapped:NO]; - textureDescriptor.usage = MTLTextureUsageShaderRead; -#if TARGET_OS_OSX || TARGET_OS_MACCATALYST - textureDescriptor.storageMode = MTLStorageModeManaged; -#else - textureDescriptor.storageMode = MTLStorageModeShared; -#endif - id texture = [device newTextureWithDescriptor:textureDescriptor]; - [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4]; - bd->SharedMetalContext.fontTexture = texture; - io.Fonts->SetTexID((__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == void* - - return (bd->SharedMetalContext.fontTexture != nil); + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->BackendUserData = nullptr; + } + tex->SetStatus(ImTextureStatus_Destroyed); } -void ImGui_ImplMetal_DestroyFontsTexture() +void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); - ImGuiIO& io = ImGui::GetIO(); - bd->SharedMetalContext.fontTexture = nil; - io.Fonts->SetTexID(0); + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + + // We are retrieving and uploading the font atlas as a 4-channels RGBA texture here. + // In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth. + // However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures. + // You can make that change in your implementation. + MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm + width:(NSUInteger)tex->Width + height:(NSUInteger)tex->Height + mipmapped:NO]; + textureDescriptor.usage = MTLTextureUsageShaderRead; + #if TARGET_OS_OSX || TARGET_OS_MACCATALYST + textureDescriptor.storageMode = MTLStorageModeManaged; + #else + textureDescriptor.storageMode = MTLStorageModeShared; + #endif + id texture = [bd->SharedMetalContext.device newTextureWithDescriptor:textureDescriptor]; + [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)tex->Width, (NSUInteger)tex->Height) mipmapLevel:0 withBytes:tex->Pixels bytesPerRow:(NSUInteger)tex->Width * 4]; + MetalTexture* backend_tex = [[MetalTexture alloc] initWithTexture:texture]; + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)texture); + tex->SetStatus(ImTextureStatus_OK); + tex->BackendUserData = (__bridge_retained void*)(backend_tex); + } + else if (tex->Status == ImTextureStatus_WantUpdates) + { + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + MetalTexture* backend_tex = (__bridge MetalTexture*)(tex->BackendUserData); + for (ImTextureRect& r : tex->Updates) + { + [backend_tex.metalTexture replaceRegion:MTLRegionMake2D((NSUInteger)r.x, (NSUInteger)r.y, (NSUInteger)r.w, (NSUInteger)r.h) + mipmapLevel:0 + withBytes:tex->GetPixelsAt(r.x, r.y) + bytesPerRow:(NSUInteger)tex->Width * 4]; + } + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) + { + ImGui_ImplMetal_DestroyTexture(tex); + } } bool ImGui_ImplMetal_CreateDeviceObjects(id device) @@ -379,7 +425,9 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id device) depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways; bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor]; ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows(); - ImGui_ImplMetal_CreateFontsTexture(device); +#ifdef IMGUI_IMPL_METAL_CPP + [depthStencilDescriptor release]; +#endif return true; } @@ -387,7 +435,12 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id device) void ImGui_ImplMetal_DestroyDeviceObjects() { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); - ImGui_ImplMetal_DestroyFontsTexture(); + + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplMetal_DestroyTexture(tex); + ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows(); [bd->SharedMetalContext.renderPipelineStateCache removeAllObjects]; } @@ -479,13 +532,12 @@ static void ImGui_ImplMetal_RenderWindow(ImGuiViewport* viewport, void*) } data->FirstFrame = false; - viewport->DpiScale = (float)window.backingScaleFactor; - if (data->MetalLayer.contentsScale != viewport->DpiScale) + float fb_scale = (float)window.backingScaleFactor; + if (data->MetalLayer.contentsScale != fb_scale) { - data->MetalLayer.contentsScale = viewport->DpiScale; - data->MetalLayer.drawableSize = MakeScaledSize(window.frame.size, viewport->DpiScale); + data->MetalLayer.contentsScale = fb_scale; + data->MetalLayer.drawableSize = MakeScaledSize(window.frame.size, fb_scale); } - viewport->DrawData->FramebufferScale = ImVec2(viewport->DpiScale, viewport->DpiScale); #endif id drawable = [data->MetalLayer nextDrawable]; @@ -507,7 +559,7 @@ static void ImGui_ImplMetal_RenderWindow(ImGuiViewport* viewport, void*) [commandBuffer commit]; } -static void ImGui_ImplMetal_InitPlatformInterface() +static void ImGui_ImplMetal_InitMultiViewportSupport() { ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Renderer_CreateWindow = ImGui_ImplMetal_CreateWindow; @@ -516,7 +568,7 @@ static void ImGui_ImplMetal_InitPlatformInterface() platform_io.Renderer_RenderWindow = ImGui_ImplMetal_RenderWindow; } -static void ImGui_ImplMetal_ShutdownPlatformInterface() +static void ImGui_ImplMetal_ShutdownMultiViewportSupport() { ImGui::DestroyPlatformWindows(); } @@ -599,6 +651,18 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows() @end +#pragma mark - MetalTexture implementation + +@implementation MetalTexture +- (instancetype)initWithTexture:(id)metalTexture +{ + if ((self = [super init])) + self.metalTexture = metalTexture; + return self; +} + +@end + #pragma mark - MetalContext implementation @implementation MetalContext @@ -707,13 +771,13 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows() } MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor]; - vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos); + vertexDescriptor.attributes[0].offset = offsetof(ImDrawVert, pos); vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position vertexDescriptor.attributes[0].bufferIndex = 0; - vertexDescriptor.attributes[1].offset = IM_OFFSETOF(ImDrawVert, uv); + vertexDescriptor.attributes[1].offset = offsetof(ImDrawVert, uv); vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords vertexDescriptor.attributes[1].bufferIndex = 0; - vertexDescriptor.attributes[2].offset = IM_OFFSETOF(ImDrawVert, col); + vertexDescriptor.attributes[2].offset = offsetof(ImDrawVert, col); vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color vertexDescriptor.attributes[2].bufferIndex = 0; vertexDescriptor.layouts[0].stepRate = 1; diff --git a/thirdparty/imgui_suite/imgui/cpp/backends/imgui_impl_opengl2.cpp b/thirdparty/imgui_suite/imgui/cpp/backends/imgui_impl_opengl2.cpp index 8defd84bac..d18a4fd9c0 100644 --- a/thirdparty/imgui_suite/imgui/cpp/backends/imgui_impl_opengl2.cpp +++ b/thirdparty/imgui_suite/imgui/cpp/backends/imgui_impl_opengl2.cpp @@ -2,8 +2,11 @@ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Missing features or Issues: +// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -23,9 +26,15 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-03-12: OpenGL: Fixed invalid assert in ImGui_ImplOpenGL3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295) +// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. +// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures. (#8802) +// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL2_CreateFontsTexture() and ImGui_ImplOpenGL2_DestroyFontsTexture(). +// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748) // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. -// 2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. +// 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications. @@ -67,10 +76,18 @@ #include #endif +// [Debugging] +//#define IMGUI_IMPL_OPENGL_DEBUG +#ifdef IMGUI_IMPL_OPENGL_DEBUG +#include +#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check +#else +#define GL_CALL(_CALL) _CALL // Call without error check +#endif + +// OpenGL data struct ImGui_ImplOpenGL2_Data { - GLuint FontTexture; - ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); } }; @@ -82,23 +99,24 @@ static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() } // Forward Declarations -static void ImGui_ImplOpenGL2_InitPlatformInterface(); -static void ImGui_ImplOpenGL2_ShutdownPlatformInterface(); +static void ImGui_ImplOpenGL2_InitMultiViewportSupport(); +static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport(); // Functions bool ImGui_ImplOpenGL2_Init() { ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); // Setup backend capabilities flags ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)(); io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_opengl2"; - io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) - if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - ImGui_ImplOpenGL2_InitPlatformInterface(); + ImGui_ImplOpenGL2_InitMultiViewportSupport(); return true; } @@ -108,22 +126,23 @@ void ImGui_ImplOpenGL2_Shutdown() ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - ImGui_ImplOpenGL2_ShutdownPlatformInterface(); + ImGui_ImplOpenGL2_ShutdownMultiViewportSupport(); ImGui_ImplOpenGL2_DestroyDeviceObjects(); + io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~ImGuiBackendFlags_RendererHasViewports; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); + platform_io.ClearRendererHandlers(); IM_DELETE(bd); } void ImGui_ImplOpenGL2_NewFrame() { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); - IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL2_Init()?"); - - if (!bd->FontTexture) - ImGui_ImplOpenGL2_CreateDeviceObjects(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?"); + IM_UNUSED(bd); } static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) @@ -160,7 +179,7 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid // Setup viewport, orthographic projection matrix // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height)); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); @@ -181,6 +200,13 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) if (fb_width == 0 || fb_height == 0) return; + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplOpenGL2_UpdateTexture(tex); + // Backup GL state GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); @@ -198,18 +224,17 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) // Render command lists - for (int n = 0; n < draw_data->CmdListsCount; n++) + for (const ImDrawList* draw_list : draw_data->CmdLists) { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; - glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); - glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data; + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col))); - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { // User callback, registered via ImDrawList::AddCallback() @@ -217,7 +242,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); else - pcmd->UserCallback(cmd_list, pcmd); + pcmd->UserCallback(draw_list, pcmd); } else { @@ -254,55 +279,79 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode); } -bool ImGui_ImplOpenGL2_CreateFontsTexture() +void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex) { - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) - GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &bd->FontTexture); - glBindTexture(GL_TEXTURE_2D, bd->FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); - - // Store our identifier - io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); - - // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); - - return true; -} - -void ImGui_ImplOpenGL2_DestroyFontsTexture() -{ - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); - if (bd->FontTexture) + if (tex->Status == ImTextureStatus_WantCreate) { - glDeleteTextures(1, &bd->FontTexture); - io.Fonts->SetTexID(0); - bd->FontTexture = 0; + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + const void* pixels = tex->GetPixels(); + GLuint gl_texture_id = 0; + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + GLint last_texture; + GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); + GL_CALL(glGenTextures(1, &gl_texture_id)); + GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_texture_id)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)); + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); + GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1)); + GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)gl_texture_id); + tex->SetStatus(ImTextureStatus_OK); + + // Restore state + GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); + } + else if (tex->Status == ImTextureStatus_WantUpdates) + { + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + GLint last_texture; + GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); + + GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID; + GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id)); + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width)); + GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1)); + for (ImTextureRect& r : tex->Updates) + GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y))); + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); + GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); // Restore state + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantDestroy) + { + GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID; + glDeleteTextures(1, &gl_tex_id); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); } } bool ImGui_ImplOpenGL2_CreateDeviceObjects() { - return ImGui_ImplOpenGL2_CreateFontsTexture(); + return true; } void ImGui_ImplOpenGL2_DestroyDeviceObjects() { - ImGui_ImplOpenGL2_DestroyFontsTexture(); + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + { + tex->SetStatus(ImTextureStatus_WantDestroy); + ImGui_ImplOpenGL2_UpdateTexture(tex); + } } @@ -323,13 +372,13 @@ static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*) ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData); } -static void ImGui_ImplOpenGL2_InitPlatformInterface() +static void ImGui_ImplOpenGL2_InitMultiViewportSupport() { ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow; } -static void ImGui_ImplOpenGL2_ShutdownPlatformInterface() +static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport() { ImGui::DestroyPlatformWindows(); } diff --git a/thirdparty/imgui_suite/imgui/cpp/backends/imgui_impl_opengl3.cpp b/thirdparty/imgui_suite/imgui/cpp/backends/imgui_impl_opengl3.cpp index 0c2cd3497f..5b7e9264a6 100644 --- a/thirdparty/imgui_suite/imgui/cpp/backends/imgui_impl_opengl3.cpp +++ b/thirdparty/imgui_suite/imgui/cpp/backends/imgui_impl_opengl3.cpp @@ -4,8 +4,9 @@ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!] +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // About WebGL/ES: @@ -23,12 +24,27 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-03-12: OpenGL: Fixed invalid assert in ImGui_ImplOpenGL3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295) +// 2025-12-11: OpenGL: Fixed embedded loader multiple init/shutdown cycles broken on some platforms. (#8792, #9112) +// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. +// 2025-07-22: OpenGL: Add and call embedded loader shutdown during ImGui_ImplOpenGL3_Shutdown() to facilitate multiple init/shutdown cycles in same process. (#8792) +// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures (#8802) + restore non-WebGL/ES update path that doesn't require a CPU-side copy. +// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL3_CreateFontsTexture() and ImGui_ImplOpenGL3_DestroyFontsTexture(). +// 2025-06-04: OpenGL: Made GLES 3.20 contexts not access GL_CONTEXT_PROFILE_MASK nor GL_PRIMITIVE_RESTART. (#8664) +// 2025-02-18: OpenGL: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406) +// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-06-28: OpenGL: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748) +// 2024-05-07: OpenGL: Update loader for Linux to support EGL/GLVND. (#7562) +// 2024-04-16: OpenGL: Detect ES3 contexts on desktop based on version string, to e.g. avoid calling glPolygonMode() on them. (#7447) +// 2024-01-09: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink. +// 2023-11-08: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983) +// 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445) // 2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333) // 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375) // 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333) // 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224) -// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530) +// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns nullptr. (#6154, #4445, #3530) // 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224) // 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes). // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. @@ -48,7 +64,7 @@ // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state. // 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state. // 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x) -// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader. +// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre-3.3 context which have the defines set by a loader. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix. @@ -120,6 +136,7 @@ // Clang/GCC warnings with -Weverything #if defined(__clang__) #pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: ignore unknown flags #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness #pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used @@ -131,6 +148,7 @@ #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' #pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 #endif // GL includes @@ -158,9 +176,11 @@ // In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.). // If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp): // - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped +// Typically you would run: python3 ./gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt // - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases // Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version. #define IMGL3W_IMPL +#define IMGUI_IMPL_OPENGL_LOADER_IMGL3W #include "imgui_impl_opengl3_loader.h" #endif @@ -175,9 +195,21 @@ #define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES #endif -// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have. -#ifdef GL_POLYGON_MODE -#define IMGUI_IMPL_HAS_POLYGON_MODE +// Desktop GL 2.0+ has extension and glPolygonMode() which GL ES and WebGL don't have.. +// A desktop ES context can technically compile fine with our loader, so we also perform a runtime checks +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) +#define IMGUI_IMPL_OPENGL_HAS_EXTENSIONS // has glGetIntegerv(GL_NUM_EXTENSIONS) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE // may have glPolygonMode() +#endif + +// Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with GL_PIXEL_UNPACK_BUFFER target. +#if !defined(IMGUI_IMPL_OPENGL_ES2) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK +#endif + +// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART #endif // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. @@ -190,16 +222,6 @@ #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER #endif -// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state -#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1) -#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART -#endif - -// Desktop GL use extension detection -#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) -#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS -#endif - // [Debugging] //#define IMGUI_IMPL_OPENGL_DEBUG #ifdef IMGUI_IMPL_OPENGL_DEBUG @@ -218,7 +240,7 @@ struct ImGui_ImplOpenGL3_Data bool GlProfileIsES3; bool GlProfileIsCompat; GLint GlProfileMask; - GLuint FontTexture; + GLint MaxTextureSize; GLuint ShaderHandle; GLint AttribLocationTex; // Uniforms location GLint AttribLocationProjMtx; @@ -228,8 +250,11 @@ struct ImGui_ImplOpenGL3_Data unsigned int VboHandle, ElementsHandle; GLsizeiptr VertexBufferSize; GLsizeiptr IndexBufferSize; + bool HasPolygonMode; + bool HasBindSampler; bool HasClipOrigin; bool UseBufferSubData; + ImVector TempBuffer; ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); } }; @@ -242,8 +267,8 @@ static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() } // Forward Declarations -static void ImGui_ImplOpenGL3_InitPlatformInterface(); -static void ImGui_ImplOpenGL3_ShutdownPlatformInterface(); +static void ImGui_ImplOpenGL3_InitMultiViewportSupport(); +static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport(); // OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only) #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY @@ -269,20 +294,39 @@ struct ImGui_ImplOpenGL3_VtxAttribState }; #endif -// Functions -bool ImGui_ImplOpenGL3_Init(const char* glsl_version) +// Not static to allow third-party code to use that if they want to (but undocumented) +bool ImGui_ImplOpenGL3_InitLoader(); +bool ImGui_ImplOpenGL3_InitLoader() { - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); - - // Initialize our loader -#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) - if (imgl3wInit() != 0) + // Lazily initialize our loader if not already done + // (to facilitate handling multiple DLL boundaries and multiple context shutdowns we call this from all main entry points) +#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W + if (glGetIntegerv == nullptr && imgl3wInit() != 0) { fprintf(stderr, "Failed to initialize OpenGL loader!\n"); return false; } #endif + return true; +} + +static void ImGui_ImplOpenGL3_ShutdownLoader() +{ +#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W + imgl3wShutdown(); +#endif +} + +// Functions +bool ImGui_ImplOpenGL3_Init(const char* glsl_version) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Initialize loader + if (!ImGui_ImplOpenGL3_InitLoader()) + return false; // Setup backend capabilities flags ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)(); @@ -290,10 +334,12 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) io.BackendRendererName = "imgui_impl_opengl3"; // Query for GL version (e.g. 320 for GL 3.2) + const char* gl_version_str = (const char*)glGetString(GL_VERSION); #if defined(IMGUI_IMPL_OPENGL_ES2) // GLES 2 bd->GlVersion = 200; bd->GlProfileIsES2 = true; + IM_UNUSED(gl_version_str); #else // Desktop or GLES 3 GLint major = 0; @@ -301,20 +347,21 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); if (major == 0 && minor == 0) - { - // Query GL_VERSION in desktop GL 2.x, the string will start with "." - const char* gl_version = (const char*)glGetString(GL_VERSION); - sscanf(gl_version, "%d.%d", &major, &minor); - } + sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "." bd->GlVersion = (GLuint)(major * 100 + minor * 10); -#if defined(GL_CONTEXT_PROFILE_MASK) - if (bd->GlVersion >= 320) - glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask); - bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0; -#endif + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &bd->MaxTextureSize); #if defined(IMGUI_IMPL_OPENGL_ES3) bd->GlProfileIsES3 = true; +#else + if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0) + bd->GlProfileIsES3 = true; +#endif + +#if defined(GL_CONTEXT_PROFILE_MASK) + if (!bd->GlProfileIsES3 && bd->GlVersion >= 320) + glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask); + bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0; #endif bd->UseBufferSubData = false; @@ -329,14 +376,18 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) #endif #ifdef IMGUI_IMPL_OPENGL_DEBUG - printf("GlVersion = %d\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG] + printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2/IsEs3 = %d/%d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG] #endif #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET if (bd->GlVersion >= 320) io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. #endif - io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = (int)bd->MaxTextureSize; // Store GLSL version string so we can refer to it later in case we recreate shaders. // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure. @@ -352,7 +403,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) glsl_version = "#version 130"; #endif } - IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString)); + IM_ASSERT((int)strlen(glsl_version) + 2 < IM_COUNTOF(bd->GlslVersionString)); strcpy(bd->GlslVersionString, glsl_version); strcat(bd->GlslVersionString, "\n"); @@ -362,8 +413,14 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); // Detect extensions we support +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE + bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3); +#endif +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + bd->HasBindSampler = (bd->GlVersion >= 330 || bd->GlProfileIsES3); +#endif bd->HasClipOrigin = (bd->GlVersion >= 450); -#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS +#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS GLint num_extensions = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions); for (GLint i = 0; i < num_extensions; i++) @@ -374,8 +431,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) } #endif - if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - ImGui_ImplOpenGL3_InitPlatformInterface(); + ImGui_ImplOpenGL3_InitMultiViewportSupport(); return true; } @@ -385,22 +441,29 @@ void ImGui_ImplOpenGL3_Shutdown() ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - ImGui_ImplOpenGL3_ShutdownPlatformInterface(); + ImGui_ImplOpenGL3_ShutdownMultiViewportSupport(); ImGui_ImplOpenGL3_DestroyDeviceObjects(); + io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); + platform_io.ClearRendererHandlers(); IM_DELETE(bd); + + ImGui_ImplOpenGL3_ShutdownLoader(); } void ImGui_ImplOpenGL3_NewFrame() { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); - IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?"); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?"); + ImGui_ImplOpenGL3_InitLoader(); if (!bd->ShaderHandle) - ImGui_ImplOpenGL3_CreateDeviceObjects(); + if (!ImGui_ImplOpenGL3_CreateDeviceObjects()) + IM_ASSERT(0 && "ImGui_ImplOpenGL3_CreateDeviceObjects() failed!"); } static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) @@ -416,11 +479,12 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid glDisable(GL_STENCIL_TEST); glEnable(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART - if (bd->GlVersion >= 310) + if (!bd->GlProfileIsES3 && bd->GlVersion >= 310) glDisable(GL_PRIMITIVE_RESTART); #endif -#ifdef IMGUI_IMPL_HAS_POLYGON_MODE - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE + if (bd->HasPolygonMode) + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); #endif // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) @@ -456,7 +520,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER - if (bd->GlVersion >= 330 || bd->GlProfileIsES3) + if (bd->HasBindSampler) glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise. #endif @@ -471,9 +535,9 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos)); GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV)); GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor)); - GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos))); - GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv))); - GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col))); + GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, pos))); + GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, uv))); + GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col))); } // OpenGL3 Render function. @@ -487,15 +551,24 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (fb_width <= 0 || fb_height <= 0) return; + ImGui_ImplOpenGL3_InitLoader(); + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplOpenGL3_UpdateTexture(tex); + // Backup GL state GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); glActiveTexture(GL_TEXTURE0); GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program); GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER - GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } + GLuint last_sampler; if (bd->HasBindSampler) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } #endif GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY @@ -508,8 +581,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); #endif -#ifdef IMGUI_IMPL_HAS_POLYGON_MODE - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE + GLint last_polygon_mode[2]; if (bd->HasPolygonMode) { glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); } #endif GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); @@ -525,7 +598,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART - GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE; + GLboolean last_enable_primitive_restart = (!bd->GlProfileIsES3 && bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE; #endif // Setup desired GL state @@ -542,10 +615,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) // Render command lists - for (int n = 0; n < draw_data->CmdListsCount; n++) + for (const ImDrawList* draw_list : draw_data->CmdLists) { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - // Upload vertex/index buffers // - OpenGL drivers are in a very sorry state nowadays.... // During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports @@ -554,8 +625,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) // - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code. // We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path. // - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues. - const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert); - const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx); + const GLsizeiptr vtx_buffer_size = (GLsizeiptr)draw_list->VtxBuffer.Size * (int)sizeof(ImDrawVert); + const GLsizeiptr idx_buffer_size = (GLsizeiptr)draw_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx); if (bd->UseBufferSubData) { if (bd->VertexBufferSize < vtx_buffer_size) @@ -568,18 +639,18 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) bd->IndexBufferSize = idx_buffer_size; GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW)); } - GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data)); - GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data)); + GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)draw_list->VtxBuffer.Data)); + GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)draw_list->IdxBuffer.Data)); } else { - GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW)); - GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW)); + GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)draw_list->VtxBuffer.Data, GL_STREAM_DRAW)); + GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)draw_list->IdxBuffer.Data, GL_STREAM_DRAW)); } - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() @@ -587,7 +658,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); else - pcmd->UserCallback(cmd_list, pcmd); + pcmd->UserCallback(draw_list, pcmd); } else { @@ -622,7 +693,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program); glBindTexture(GL_TEXTURE_2D, last_texture); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER - if (bd->GlVersion >= 330 || bd->GlProfileIsES3) + if (bd->HasBindSampler) glBindSampler(0, last_sampler); #endif glActiveTexture(last_active_texture); @@ -644,69 +715,103 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST); if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART - if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } + if (!bd->GlProfileIsES3 && bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } #endif -#ifdef IMGUI_IMPL_HAS_POLYGON_MODE +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE // Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons - if (bd->GlVersion <= 310 || bd->GlProfileIsCompat) - { - glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); - glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); - } - else - { - glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); - } -#endif // IMGUI_IMPL_HAS_POLYGON_MODE + if (bd->HasPolygonMode) { if (bd->GlVersion <= 310 || bd->GlProfileIsCompat) { glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); } else { glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); } } +#endif // IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); (void)bd; // Not all compilation paths use this } -bool ImGui_ImplOpenGL3_CreateFontsTexture() +static void ImGui_ImplOpenGL3_DestroyTexture(ImTextureData* tex) { - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID; + glDeleteTextures(1, &gl_tex_id); - // Build texture atlas - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) - GLint last_texture; - GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); - GL_CALL(glGenTextures(1, &bd->FontTexture)); - GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture)); - GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); - GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); -#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES - GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); -#endif - GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); - - // Store our identifier - io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); - - // Restore state - GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); - - return true; + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); } -void ImGui_ImplOpenGL3_DestroyFontsTexture() +void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex) { - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); - if (bd->FontTexture) + // FIXME: Consider backing up and restoring + if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates) { - glDeleteTextures(1, &bd->FontTexture); - io.Fonts->SetTexID(0); - bd->FontTexture = 0; +#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); +#endif +#ifdef GL_UNPACK_ALIGNMENT + GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1)); +#endif } + + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + const void* pixels = tex->GetPixels(); + GLuint gl_texture_id = 0; + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + GLint last_texture; + GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); + GL_CALL(glGenTextures(1, &gl_texture_id)); + GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_texture_id)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); + GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)gl_texture_id); + tex->SetStatus(ImTextureStatus_OK); + + // Restore state + GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); + } + else if (tex->Status == ImTextureStatus_WantUpdates) + { + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + GLint last_texture; + GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); + + GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID; + GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id)); +#if GL_UNPACK_ROW_LENGTH // Not on WebGL/ES + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width)); + for (ImTextureRect& r : tex->Updates) + GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y))); + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); +#else + // GL ES doesn't have GL_UNPACK_ROW_LENGTH, so we need to (A) copy to a contiguous buffer or (B) upload line by line. + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + for (ImTextureRect& r : tex->Updates) + { + const int src_pitch = r.w * tex->BytesPerPixel; + bd->TempBuffer.resize(r.h * src_pitch); + char* out_p = bd->TempBuffer.Data; + for (int y = 0; y < r.h; y++, out_p += src_pitch) + memcpy(out_p, tex->GetPixelsAt(r.x, r.y + y), src_pitch); + IM_ASSERT(out_p == bd->TempBuffer.end()); + GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, bd->TempBuffer.Data)); + } +#endif + tex->SetStatus(ImTextureStatus_OK); + GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); // Restore state + } + else if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) + ImGui_ImplOpenGL3_DestroyTexture(tex); } // If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file. @@ -749,12 +854,17 @@ static bool CheckProgram(GLuint handle, const char* desc) bool ImGui_ImplOpenGL3_CreateDeviceObjects() { + ImGui_ImplOpenGL3_InitLoader(); ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); // Backup GL state GLint last_texture, last_array_buffer; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK + GLint last_pixel_unpack_buffer = 0; + if (bd->GlVersion >= 210) { glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &last_pixel_unpack_buffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); } +#endif #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); @@ -890,23 +1000,28 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() // Create shaders const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader }; - GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER); + GLuint vert_handle; + GL_CALL(vert_handle = glCreateShader(GL_VERTEX_SHADER)); glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr); glCompileShader(vert_handle); - CheckShader(vert_handle, "vertex shader"); + if (!CheckShader(vert_handle, "vertex shader")) + return false; const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader }; - GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER); + GLuint frag_handle; + GL_CALL(frag_handle = glCreateShader(GL_FRAGMENT_SHADER)); glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr); glCompileShader(frag_handle); - CheckShader(frag_handle, "fragment shader"); + if (!CheckShader(frag_handle, "fragment shader")) + return false; // Link bd->ShaderHandle = glCreateProgram(); glAttachShader(bd->ShaderHandle, vert_handle); glAttachShader(bd->ShaderHandle, frag_handle); glLinkProgram(bd->ShaderHandle); - CheckProgram(bd->ShaderHandle, "shader program"); + if (!CheckProgram(bd->ShaderHandle, "shader program")) + return false; glDetachShader(bd->ShaderHandle, vert_handle); glDetachShader(bd->ShaderHandle, frag_handle); @@ -923,11 +1038,12 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() glGenBuffers(1, &bd->VboHandle); glGenBuffers(1, &bd->ElementsHandle); - ImGui_ImplOpenGL3_CreateFontsTexture(); - // Restore modified GL state glBindTexture(GL_TEXTURE_2D, last_texture); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK + if (bd->GlVersion >= 210) { glBindBuffer(GL_PIXEL_UNPACK_BUFFER, last_pixel_unpack_buffer); } +#endif #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindVertexArray(last_vertex_array); #endif @@ -937,11 +1053,16 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() void ImGui_ImplOpenGL3_DestroyDeviceObjects() { + ImGui_ImplOpenGL3_InitLoader(); ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; } if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; } if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; } - ImGui_ImplOpenGL3_DestroyFontsTexture(); + + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplOpenGL3_DestroyTexture(tex); } //-------------------------------------------------------------------------------------------------------- @@ -961,13 +1082,13 @@ static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*) ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData); } -static void ImGui_ImplOpenGL3_InitPlatformInterface() +static void ImGui_ImplOpenGL3_InitMultiViewportSupport() { ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow; } -static void ImGui_ImplOpenGL3_ShutdownPlatformInterface() +static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport() { ImGui::DestroyPlatformWindows(); } diff --git a/thirdparty/imgui_suite/imgui/cpp/imgui.cpp b/thirdparty/imgui_suite/imgui/cpp/imgui.cpp index c2419f90e0..5ad8ea501a 100644 --- a/thirdparty/imgui_suite/imgui/cpp/imgui.cpp +++ b/thirdparty/imgui_suite/imgui/cpp/imgui.cpp @@ -1,32 +1,38 @@ -// dear imgui, v1.90 WIP +// dear imgui, v1.92.8 WIP // (main code and documentation) // Help: -// - See links below. // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. // - Read top of imgui.cpp for more details, links and comments. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including imgui.h (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. // Resources: -// - FAQ https://dearimgui.com/faq -// - Getting Started https://dearimgui.com/getting-started -// - Homepage https://github.com/ocornut/imgui -// - Releases & changelog https://github.com/ocornut/imgui/releases -// - Gallery https://github.com/ocornut/imgui/issues/6478 (please post your screenshots/video there!) -// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) -// - Glossary https://github.com/ocornut/imgui/wiki/Glossary -// - Issues & support https://github.com/ocornut/imgui/issues -// - Tests & Automation https://github.com/ocornut/imgui_test_engine +// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) +// - Homepage ................... https://github.com/ocornut/imgui +// - Releases & Changelog ....... https://github.com/ocornut/imgui/releases +// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!) +// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) +// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings + backends for various tech/engines) +// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui +// - Issues & support ........... https://github.com/ocornut/imgui/issues +// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps) +// - Web version of the Demo .... https://pthom.github.io/imgui_explorer (w/ source code browser) -// For first-time users having issues compiling/linking/running/loading fonts: +// For FIRST-TIME users having issues compiling/linking/running: // please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. // Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. +// Since 1.92, we encourage font loading questions to also be posted in 'Issues'. -// Copyright (c) 2014-2023 Omar Cornut +// Copyright (c) 2014-2026 Omar Cornut // Developed by Omar Cornut and every direct or indirect contributors to the GitHub. // See LICENSE.txt for copyright and licensing details (standard MIT License). // This library is free but needs your support to sustain development and maintenance. // Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts. -// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Sponsors +// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Funding // Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. // It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. @@ -48,7 +54,7 @@ DOCUMENTATION - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE - HOW A SIMPLE APPLICATION MAY LOOK LIKE - - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE + - USING CUSTOM BACKEND / CUSTOM ENGINE - API BREAKING CHANGES (read me when you update!) - FREQUENTLY ASKED QUESTIONS (FAQ) - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer) @@ -59,7 +65,7 @@ CODE // [SECTION] INCLUDES // [SECTION] FORWARD DECLARATIONS // [SECTION] CONTEXT AND MEMORY ALLOCATORS -// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO) // [SECTION] MISC HELPERS/UTILITIES (Geometry functions) // [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) // [SECTION] MISC HELPERS/UTILITIES (File functions) @@ -73,12 +79,16 @@ CODE // [SECTION] RENDER HELPERS // [SECTION] INITIALIZATION, SHUTDOWN // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] FONTS, TEXTURES +// [SECTION] ID STACK // [SECTION] INPUTS -// [SECTION] ERROR CHECKING +// [SECTION] ERROR CHECKING, STATE RECOVERY +// [SECTION] ITEM SUBMISSION // [SECTION] LAYOUT // [SECTION] SCROLLING // [SECTION] TOOLTIPS // [SECTION] POPUPS +// [SECTION] WINDOW FOCUS // [SECTION] KEYBOARD/GAMEPAD NAVIGATION // [SECTION] DRAG AND DROP // [SECTION] LOGGING/CAPTURING @@ -89,7 +99,7 @@ CODE // [SECTION] PLATFORM DEPENDENT HELPERS // [SECTION] METRICS/DEBUGGER WINDOW // [SECTION] DEBUG LOG WINDOW -// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) */ @@ -114,7 +124,7 @@ CODE Designed primarily for developers and content-creators, not the typical end-user! Some of the current weaknesses (which we aim to address in the future) includes: - - Doesn't look fancy. + - Doesn't look fancy by default. - Limited layout features, intricate layouts are typically crafted in code. @@ -123,7 +133,7 @@ CODE - MOUSE CONTROLS - Mouse wheel: Scroll vertically. - - SHIFT+Mouse wheel: Scroll horizontally. + - Shift+Mouse wheel: Scroll horizontally. - Click [X]: Close a window, available when 'bool* p_open' is passed to ImGui::Begin(). - Click ^, Double-Click title: Collapse window. - Drag on corner/border: Resize window (double-click to auto fit window to its contents). @@ -131,22 +141,24 @@ CODE - Left-click outside popup: Close popup stack (right-click over underlying popup: Partially close popup stack). - TEXT EDITOR - - Hold SHIFT or Drag Mouse: Select text. - - CTRL+Left/Right: Word jump. - - CTRL+Shift+Left/Right: Select words. - - CTRL+A or Double-Click: Select All. - - CTRL+X, CTRL+C, CTRL+V: Use OS clipboard. - - CTRL+Z, CTRL+Y: Undo, Redo. + - Hold Shift or Drag Mouse: Select text. + - Ctrl+Left/Right: Word jump. + - Ctrl+Shift+Left/Right: Select words. + - Ctrl+A or Double-Click: Select All. + - Ctrl+X, Ctrl+C, Ctrl+V: Use OS clipboard. + - Ctrl+Z Undo. + - Ctrl+Y or Ctrl+Shift+Z: Redo. - ESCAPE: Revert text to its original value. - - On OSX, controls are automatically adjusted to match standard OSX text editing shortcuts and behaviors. + - On macOS, controls are automatically adjusted to match standard macOS text editing and behaviors. + (for 99% of shortcuts, Ctrl is replaced by Cmd on macOS). - KEYBOARD CONTROLS - Basic: - - Tab, SHIFT+Tab Cycle through text editable fields. - - CTRL+Tab, CTRL+Shift+Tab Cycle through windows. - - CTRL+Click Input text into a Slider or Drag widget. + - Tab, Shift+Tab Cycle through text editable fields. + - Ctrl+Tab, Ctrl+Shift+Tab Cycle through windows. + - Ctrl+Click Input text into a Slider or Drag widget. - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`: - - Tab, SHIFT+Tab: Cycle through every items. + - Tab, Shift+Tab: Cycle through every items. - Arrow keys Move through items using directional navigation. Tweak value. - Arrow keys + Alt, Shift Tweak slower, tweak faster (when using arrow keys). - Enter Activate item (prefer text input when possible). @@ -155,7 +167,8 @@ CODE - Page Up, Page Down Previous page, next page. - Home, End Scroll to top, scroll to bottom. - Alt Toggle between scrolling layer and menu layer. - - CTRL+Tab then Ctrl+Arrows Move window. Hold SHIFT to resize instead of moving. + - Ctrl+Tab then Ctrl+Arrows Move window. Hold Shift to resize instead of moving. + - Menu or Shift+F10 Open context menu. - Output when ImGuiConfigFlags_NavEnableKeyboard set, - io.WantCaptureKeyboard flag is set when keyboard is claimed. - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. @@ -169,7 +182,6 @@ CODE - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys. - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly. Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). - - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead! - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing, with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. @@ -178,8 +190,8 @@ CODE - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app) in order to share your PC mouse/keyboard. - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions. - - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag. - Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements. + - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the io.ConfigNavMoveSetMousePos flag. + Enabling io.ConfigNavMoveSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements. When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that. (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!) @@ -192,12 +204,12 @@ CODE READ FIRST ---------- - - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki) + - Remember to check the wonderful Wiki: https://github.com/ocornut/imgui/wiki - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs. - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. - Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version. + Or browse pthom's online imgui_explorer: https://pthom.github.io/imgui_explorer for a web version w/ source code browser. - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki. @@ -266,7 +278,8 @@ CODE HOW A SIMPLE APPLICATION MAY LOOK LIKE -------------------------------------- - EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder). + + USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder). The sub-folders in examples/ contain examples applications following this structure. // Application init: create a dear imgui context, setup some options, load fonts @@ -291,7 +304,7 @@ CODE // Any application code here ImGui::Text("Hello, world!"); - // Render dear imgui into screen + // Render dear imgui into framebuffer ImGui::Render(); ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); g_pSwapChain->Present(1, 0); @@ -302,26 +315,36 @@ CODE ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); - EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE + To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application, + you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this. - // Application init: create a dear imgui context, setup some options, load fonts + +USING CUSTOM BACKEND / CUSTOM ENGINE +------------------------------------ + +IMPLEMENTING YOUR PLATFORM BACKEND: + -> see https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for basic instructions. + -> the Platform backends in impl_impl_XXX.cpp files contain many implementations. + +IMPLEMENTING YOUR RenderDrawData() function: + -> see https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md + -> the Renderer Backends in impl_impl_XXX.cpp files contain many implementations of a ImGui_ImplXXXX_RenderDrawData() function. + +IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures: + -> see https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md + -> the Renderer Backends in impl_impl_XXX.cpp files contain many implementations of a ImGui_ImplXXXX_UpdateTexture() function. + + Basic application/backend skeleton: + + // Application init: create a Dear ImGui context, setup some options, load fonts ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); - // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. - // TODO: Fill optional fields of the io structure later. + // TODO: set io.ConfigXXX values, e.g. + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable keyboard controls + // TODO: Load TTF/OTF fonts if you don't want to use the default font. - - // Build and load the texture atlas into a texture - // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer) - int width, height; - unsigned char* pixels = nullptr; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - - // At this point you've got the texture data and you need to upload that to your graphic system: - // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. - // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. - MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) - io.Fonts->SetTexID((void*)texture); + io.Fonts->AddFontFromFileTTF("NotoSans.ttf"); // Application main loop while (true) @@ -344,77 +367,25 @@ CODE MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); MyGameRender(); // may use any Dear ImGui functions as well! - // Render dear imgui, swap buffers + // End the dear imgui frame // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) - ImGui::EndFrame(); + ImGui::EndFrame(); // this is automatically called by Render(), but available ImGui::Render(); + + // Update textures ImDrawData* draw_data = ImGui::GetDrawData(); - MyImGuiRenderFunction(draw_data); + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + MyImGuiBackend_UpdateTexture(tex); + + // Render dear imgui contents, swap buffers + MyImGuiBackend_RenderDrawData(draw_data); SwapBuffers(); } // Shutdown ImGui::DestroyContext(); - To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application, - you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! - Please read the FAQ and example applications for details about this! - - - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE - --------------------------------------------- - The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function. - - void MyImGuiRenderFunction(ImDrawData* draw_data) - { - // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled - // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering. - // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize - // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize - // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. - ImVec2 clip_off = draw_data->DisplayPos; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - // Project scissor/clipping rectangles into framebuffer space - ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); - ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); - if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) - continue; - - // We are using scissoring to clip some objects. All low-level graphics API should support it. - // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches - // (some elements visible outside their bounds) but you can fix that once everything else works! - // - Clipping coordinates are provided in imgui coordinates space: - // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size - // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values. - // - In the interest of supporting multi-viewport applications (see 'docking' branch on github), - // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. - // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) - MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y); - - // The texture for the draw call is specified by pcmd->GetTexID(). - // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. - MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); - - // Render 'pcmd->ElemCount/3' indexed triangles. - // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices. - MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset); - } - } - } - } API BREAKING CHANGES @@ -426,12 +397,315 @@ CODE You can read releases logs https://github.com/ocornut/imgui/releases for more details. (Docking/Viewport Branch) - - 2023/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: + - 2026/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos) - likewise io.MousePos and GetMousePos() will use OS coordinates. If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. + - 2026/03/19 (1.92.7) - MultiSelect: renamed ImGuiMultiSelectFlags_SelectOnClick to ImGuiMultiSelectFlags_SelectOnAuto. + - 2026/02/26 (1.92.7) - Separator: fixed a legacy quirk where Separator() was submitting a zero-height item for layout purpose, even though it draws a 1-pixel separator. + The fix could affect code e.g. computing height from multiple widgets in order to allocate vertical space for a footer or multi-line status bar. (#2657, #9263) + The "Console" example had such a bug: + float footer_height = style.ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); + BeginChild("ScrollingRegion", { 0, -footer_height }); + Should be: + float footer_height = style.ItemSpacing.y + style.SeparatorSize + ImGui::GetFrameHeightWithSpacing(); + BeginChild("ScrollingRegion", { 0, -footer_height }); + When such idiom was used and assuming zero-height Separator, it is likely that in 1.92.7 the resulting window will have unexpected 1 pixel scrolling range. + - 2026/02/23 (1.92.7) - Commented out legacy signature for Combo(), ListBox(), signatures which were obsoleted in 1.90 (Nov 2023), when the getter callback type was changed. + - Old getter type: bool (*getter)(void* user_data, int idx, const char** out_text) // Set label + return bool. False replaced label with placeholder. + - New getter type: const char* (*getter)(void* user_data, int idx) // Return label or NULL/empty label if missing + - 2026/01/08 (1.92.6) - Commented out legacy names obsoleted in 1.90 (Sept 2023): 'BeginChildFrame()' --> 'BeginChild()' with 'ImGuiChildFlags_FrameStyle'. 'EndChildFrame()' --> 'EndChild()'. 'ShowStackToolWindow()' --> 'ShowIDStackToolWindow()'. 'IM_OFFSETOF()' --> 'offsetof()'. + - 2026/01/07 (1.92.6) - Popups: changed compile-time 'ImGuiPopupFlags popup_flags = 1' default value to be '= 0' for BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid(), OpenPopupOnItemClick(). Default value has same meaning before and after. + - Refer to GitHub topic #9157 if you have any question. + - Before this version, those functions had a 'ImGuiPopupFlags popup_flags = 1' default value in their function signature. + Explicitly passing a literal 0 meant ImGuiPopupFlags_MouseButtonLeft. The default literal 1 meant ImGuiPopupFlags_MouseButtonRight. + This was introduced by a change on 2020/06/23 (1.77) while changing the signature from 'int mouse_button' to 'ImGuiPopupFlags popup_flags' and trying to preserve then-legacy behavior. + We have now changed this behavior to cleanup a very old API quirk, facilitate use by bindings, and to remove the last and error-prone non-zero default value. + Also because we deemed it extremely rare to use those helper functions with the Left mouse button! As using the LMB would generally be triggered via another widget, e.g. a Button() + a OpenPopup()/BeginPopup() call. + - Before: The default = 1 means ImGuiPopupFlags_MouseButtonRight. Explicitly passing a literal 0 means ImGuiPopupFlags_MouseButtonLeft. + - After: The default = 0 means ImGuiPopupFlags_MouseButtonRight. Explicitly passing a literal 1 also means ImGuiPopupFlags_MouseButtonRight (if legacy behavior are enabled) or will assert (if legacy behavior are disabled). + - TL;DR: if you don't want to use right mouse button for popups, always specify it explicitly using a named ImGuiPopupFlags_MouseButtonXXXX value. + Recap: + - BeginPopupContextItem("foo"); // Behavior unchanged (use Right button) + - BeginPopupContextItem("foo", ImGuiPopupFlags_MouseButtonLeft); // Behavior unchanged (use Left button) + - BeginPopupContextItem("foo", ImGuiPopupFlags_MouseButtonLeft | xxx); // Behavior unchanged (use Left button + flags) + - BeginPopupContextItem("foo", ImGuiPopupFlags_MouseButtonRight | xxx); // Behavior unchanged (use Right button + flags) + - BeginPopupContextItem("foo", 1); // Behavior unchanged (as a courtesy we legacy interpret 1 as ImGuiPopupFlags_MouseButtonRight, will assert if disabling legacy behaviors. + - BeginPopupContextItem("foo", 0); // !! Behavior changed !! Was Left button. Now will defaults to Right button! --> Use ImGuiPopupFlags_MouseButtonLeft. + - BeginPopupContextItem("foo", ImGuiPopupFlags_NoReopen); // !! Behavior changed !! Was Left button + flags. Now will defaults to Right button! --> Use ImGuiPopupFlags_MouseButtonLeft | xxx. + - 2025/12/23 (1.92.6) - Fonts: AddFontDefault() now automatically selects an embedded font between the new scalable AddFontDefaultVector() and the classic pixel-clean AddFontDefaultBitmap(). + The default selection is based on (style.FontSizeBase * FontScaleMain * FontScaleDpi) reaching a small threshold, but old codebases may not set any of them properly. As as a result, it is likely that old codebase may still default to AddFontDefaultBitmap(). + Prefer calling either based on your own logic. You can call AddFontDefaultBitmap() to ensure legacy behavior. + - 2025/12/23 (1.92.6) - Fonts: removed ImFontConfig::PixelSnapV added in 1.92 which turns out is unnecessary (and misdocumented). Post-rescale GlyphOffset is always rounded. + - 2025/12/17 (1.92.6) - Renamed helper macro IM_ARRAYSIZE() -> IM_COUNTOF(). Kept redirection/legacy name for now. + - 2025/12/11 (1.92.6) - Hashing: handling of "###" operator to reset to seed within a string identifier doesn't include the "###" characters in the output hash anymore. + - Before: GetID("Hello###World") == GetID("###World") != GetID("World") + - After: GetID("Hello###World") == GetID("###World") == GetID("World") + - This has the property of facilitating concatenating and manipulating identifiers using "###", and will allow fixing other dangling issues. + - This will invalidate hashes (stored in .ini data) for Tables and Windows that are using the "###" operators. (#713, #1698) + - 2025/11/24 (1.92.6) - Fonts: Fixed handling of `ImFontConfig::FontDataOwnedByAtlas = false` which did erroneously make a copy of the font data, essentially defeating the purpose of this flag and wasting memory. + (trivia: undetected since July 2015, this is perhaps the oldest bug in Dear ImGui history, albeit for a rarely used feature, see #9086) + HOWEVER, fixing this bug is likely to surface bugs in user code using `FontDataOwnedByAtlas = false`. + - Prior to 1.92, font data only needed to be available during the atlas->AddFontXXX() call. + - Since 1.92, font data needs to available until atlas->RemoveFont(), or more typically until a shutdown of the owning context or font atlas. + - The fact that handling of `FontDataOwnedByAtlas = false` was broken bypassed the issue altogether. + - 2025/11/06 (1.92.5) - BeginChild: commented out some legacy names which were obsoleted in 1.90.0 (Nov 2023), 1.90.9 (July 2024), 1.91.1 (August 2024): + - ImGuiChildFlags_Border --> ImGuiChildFlags_Borders + - ImGuiWindowFlags_NavFlattened --> ImGuiChildFlags_NavFlattened (moved to ImGuiChildFlags). BeginChild(name, size, 0, ImGuiWindowFlags_NavFlattened) --> BeginChild(name, size, ImGuiChildFlags_NavFlattened, 0) + - ImGuiWindowFlags_AlwaysUseWindowPadding --> ImGuiChildFlags_AlwaysUseWindowPadding (moved to ImGuiChildFlags). BeginChild(name, size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding) --> BeginChild(name, size, ImGuiChildFlags_AlwaysUseWindowPadding, 0) + - 2025/11/06 (1.92.5) - Keys: commented out legacy names which were obsoleted in 1.89.0 (August 2022): + - ImGuiKey_ModCtrl --> ImGuiMod_Ctrl + - ImGuiKey_ModShift --> ImGuiMod_Shift + - ImGuiKey_ModAlt --> ImGuiMod_Alt + - ImGuiKey_ModSuper --> ImGuiMod_Super + - 2025/11/06 (1.92.5) - IO: commented out legacy io.ClearInputCharacters() obsoleted in 1.89.8 (Aug 2023). Calling io.ClearInputKeys() is enough. + - 2025/11/06 (1.92.5) - Commented out legacy SetItemAllowOverlap() obsoleted in 1.89.7: this never worked right. Use SetNextItemAllowOverlap() _before_ item instead. + - 2025/10/14 (1.92.4) - TreeNode, Selectable, Clipper: commented out legacy names which were obsoleted in 1.89.7 (July 2023) and 1.89.9 (Sept 2023); + - ImGuiTreeNodeFlags_AllowItemOverlap --> ImGuiTreeNodeFlags_AllowOverlap + - ImGuiSelectableFlags_AllowItemOverlap --> ImGuiSelectableFlags_AllowOverlap + - ImGuiListClipper::IncludeRangeByIndices() --> ImGuiListClipper::IncludeItemsByIndex() + - 2025/09/22 (1.92.4) - Viewports: renamed io.ConfigViewportPlatformFocusSetsImGuiFocus to io.ConfigViewportsPlatformFocusSetsImGuiFocus. Was a typo in the first place. (#6299, #6462) + - 2025/08/08 (1.92.2) - Backends: SDL_GPU3: Changed ImTextureID type from SDL_GPUTextureSamplerBinding* to SDL_GPUTexture*, which is more natural and easier for user to manage. If you need to change the current sampler, you can access the ImGui_ImplSDLGPU3_RenderState struct. (#8866, #8163, #7998, #7988) + - 2025/07/31 (1.92.2) - Tabs: Renamed ImGuiTabBarFlags_FittingPolicyResizeDown to ImGuiTabBarFlags_FittingPolicyShrink. Kept inline redirection enum (will obsolete). + - 2025/06/25 (1.92.0) - Layout: commented out legacy ErrorCheckUsingSetCursorPosToExtendParentBoundaries() fallback obsoleted in 1.89 (August 2022) which allowed a SetCursorPos()/SetCursorScreenPos() call WITHOUT AN ITEM + to extend parent window/cell boundaries. Replaced with assert/tooltip that would already happens if previously using IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#5548, #4510, #3355, #1760, #1490, #4152, #150) + - Incorrect way to make a window content size 200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); + - Correct ways to make a window content size 200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); + Begin(...) + Dummy(ImVec2(200,200)) + End(); + - TL;DR; if the assert triggers, you can add a Dummy({0,0}) call to validate extending parent boundaries. + - 2025/06/11 (1.92.0) - Renamed/moved ImGuiConfigFlags_DpiEnableScaleFonts -> bool io.ConfigDpiScaleFonts. + - Renamed/moved ImGuiConfigFlags_DpiEnableScaleViewports -> bool io.ConfigDpiScaleViewports. **Neither of those flags are very useful in current code. They will be useful once we merge font changes.** + [there was a bug on 2025/06/12: when using the old config flags names, they were not imported correctly into the new ones, fixed on 2025/09/12] + - 2025/06/11 (1.92.0) - THIS VERSION CONTAINS THE LARGEST AMOUNT OF BREAKING CHANGES SINCE 2015! I TRIED REALLY HARD TO KEEP THEM TO A MINIMUM, REDUCE THE AMOUNT OF INTERFERENCES, BUT INEVITABLY SOME USERS WILL BE AFFECTED. + IN ORDER TO HELP US IMPROVE THE TRANSITION PROCESS, INCL. DOCUMENTATION AND COMMENTS, PLEASE REPORT **ANY** DOUBT, CONFUSION, QUESTIONS, FEEDBACK TO: https://github.com/ocornut/imgui/issues/ + As part of the plan to reduce impact of API breaking changes, several unfinished changes/features/refactors related to font and text systems and scaling will be part of subsequent releases (1.92.1+). + If you are updating from an old version, and expecting a massive or difficult update, consider first updating to 1.91.9 to reduce the amount of changes. + - Hard to read? Refer to 'docs/Changelog.txt' for a less compact and more complete version of this! + - Fonts: **IMPORTANT**: if your app was solving the OSX/iOS Retina screen specific logical vs display scale problem by setting io.DisplayFramebufferScale (e.g. to 2.0f) + setting io.FontGlobalScale (e.g. to 1.0f/2.0f) + loading fonts at scaled sizes (e.g. size X * 2.0f): + This WILL NOT map correctly to the new system! Because font will rasterize as requested size. + - With a legacy backend (< 1.92): Instead of setting io.FontGlobalScale = 1.0f/N -> set ImFontCfg::RasterizerDensity = N. This already worked before, but is now pretty much required. + - With a new backend (1.92+): This should be all automatic. FramebufferScale is automatically used to set current font RasterizerDensity. FramebufferScale is a per-viewport property provided by backend through the Platform_GetWindowFramebufferScale() handler in 'docking' branch. + - Fonts: **IMPORTANT** on Font Sizing: Before 1.92, fonts were of a single size. They can now be dynamically sized. + - PushFont() API now has a REQUIRED size parameter. + - Before 1.92: PushFont() always used font "default" size specified in AddFont() call. It is equivalent to calling PushFont(font, font->LegacySize). + - Since 1.92: PushFont(font, 0.0f) preserve the current font size which is a shared value. + - To use old behavior: use 'ImGui::PushFont(font, font->LegacySize)' at call site. + - Kept inline single parameter function. Will obsolete. + - Fonts: **IMPORTANT** on Font Merging: + - When searching for a glyph in multiple merged fonts: we search for the FIRST font source which contains the desired glyph. + Because the user doesn't need to provide glyph ranges any more, it is possible that a glyph that you expected to fetch from a secondary/merged icon font may be erroneously fetched from the primary font. + - When searching for a glyph in multiple merged fonts: we now search for the FIRST font source which contains the desired glyph. This is technically a different behavior than before! + - e.g. If you are merging fonts you may have glyphs that you expected to load from Font Source 2 which exists in Font Source 1. + After the update and when using a new backend, those glyphs may now loaded from Font Source 1! + - We added `ImFontConfig::GlyphExcludeRanges[]` to specify ranges to exclude from a given font source: + // Add Font Source 1 but ignore ICON_MIN_FA..ICON_MAX_FA range + static ImWchar exclude_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 }; + ImFontConfig cfg1; + cfg1.GlyphExcludeRanges = exclude_ranges; + io.Fonts->AddFontFromFileTTF("segoeui.ttf", 0.0f, &cfg1); + // Add Font Source 2, which expects to use the range above + ImFontConfig cfg2; + cfg2.MergeMode = true; + io.Fonts->AddFontFromFileTTF("FontAwesome4.ttf", 0.0f, &cfg2); + - You can use `Metrics/Debugger->Fonts->Font->Input Glyphs Overlap Detection Tool` to see list of glyphs available in multiple font sources. This can facilitate understanding which font input is providing which glyph. + - Fonts: **IMPORTANT** on Thread Safety: + - A few functions such as font->CalcTextSizeA() were, by sheer luck (== accidentally) thread-safe even though we had never provided that guarantee. They are definitively not thread-safe anymore as new glyphs may be loaded. + - Fonts: ImFont::FontSize was removed and does not make sense anymore. ImFont::LegacySize is the size passed to AddFont(). + - Fonts: Removed support for PushFont(NULL) which was a shortcut for "default font". + - Fonts: Renamed/moved 'io.FontGlobalScale' to 'style.FontScaleMain'. + - Textures: all API functions taking a 'ImTextureID' parameter are now taking a 'ImTextureRef'. Affected functions are: ImGui::Image(), ImGui::ImageWithBg(), ImGui::ImageButton(), ImDrawList::AddImage(), ImDrawList::AddImageQuad(), ImDrawList::AddImageRounded(). + - Fonts: obsoleted ImFontAtlas::GetTexDataAsRGBA32(), GetTexDataAsAlpha8(), Build(), SetTexID(), IsBuilt() functions. The new protocol for backends to handle textures doesn't need them. Kept redirection functions (will obsolete). + - Fonts: ImFontConfig::OversampleH/OversampleV default to automatic (== 0) since v1.91.8. It is quite important you keep it automatic until we decide if we want to provide a way to express finer policy, otherwise you will likely waste texture space when using large glyphs. Note that the imgui_freetype backend doesn't use and does not need oversampling. + - Fonts: specifying glyph ranges is now unnecessary. The value of ImFontConfig::GlyphRanges[] is only useful for legacy backends. All GetGlyphRangesXXXX() functions are now marked obsolete: GetGlyphRangesDefault(), GetGlyphRangesGreek(), GetGlyphRangesKorean(), GetGlyphRangesJapanese(), GetGlyphRangesChineseSimplifiedCommon(), GetGlyphRangesChineseFull(), GetGlyphRangesCyrillic(), GetGlyphRangesThai(), GetGlyphRangesVietnamese(). + - Fonts: removed ImFontAtlas::TexDesiredWidth to enforce a texture width. (#327) + - Fonts: if you create and manage ImFontAtlas instances yourself (instead of relying on ImGuiContext to create one), you'll need to call ImFontAtlasUpdateNewFrame() yourself. An assert will trigger if you don't. + - Fonts: obsolete ImGui::SetWindowFontScale() which is not useful anymore. Prefer using 'PushFont(NULL, style.FontSizeBase * factor)' or to manipulate other scaling factors. + - Fonts: obsoleted ImFont::Scale which is not useful anymore. + - Fonts: generally reworked Internals of ImFontAtlas and ImFont. While in theory a vast majority of users shouldn't be affected, some use cases or extensions might be. Among other things: + - ImDrawCmd::TextureId has been changed to ImDrawCmd::TexRef. + - ImFontAtlas::TexID has been changed to ImFontAtlas::TexRef. + - ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[] + - ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourceCount. + - Each ImFont has a number of ImFontBaked instances corresponding to actively used sizes. ImFont::GetFontBaked(size) retrieves the one for a given size. + - Fields moved from ImFont to ImFontBaked: IndexAdvanceX[], Glyphs[], Ascent, Descent, FindGlyph(), FindGlyphNoFallback(), GetCharAdvance(). + - Fields moved from ImFontAtlas to ImFontAtlas->Tex: ImFontAtlas::TexWidth => TexData->Width, ImFontAtlas::TexHeight => TexData->Height, ImFontAtlas::TexPixelsAlpha8/TexPixelsRGBA32 => TexData->GetPixels(). + - Widget code may use ImGui::GetFontBaked() instead of ImGui::GetFont() to access font data for current font at current font size (and you may use font->GetFontBaked(size) to access it for any other size.) + - Fonts: (users of imgui_freetype): renamed ImFontAtlas::FontBuilderFlags to ImFontAtlas::FontLoaderFlags. Renamed ImFontConfig::FontBuilderFlags to ImFontConfig::FontLoaderFlags. Renamed ImGuiFreeTypeBuilderFlags to ImGuiFreeTypeLoaderFlags. + If you used runtime imgui_freetype selection rather than the default IMGUI_ENABLE_FREETYPE compile-time option: Renamed/reworked ImFontBuilderIO into ImFontLoader. Renamed ImGuiFreeType::GetBuilderForFreeType() to ImGuiFreeType::GetFontLoader(). + - old: io.Fonts->FontBuilderIO = ImGuiFreeType::GetBuilderForFreeType() + - new: io.Fonts->FontLoader = ImGuiFreeType::GetFontLoader() + - new: io.Fonts->SetFontLoader(ImGuiFreeType::GetFontLoader()) to change dynamically at runtime [from 1.92.1] + - Fonts: (users of custom rectangles, see #8466): Renamed AddCustomRectRegular() to AddCustomRect(). Added GetCustomRect() as a replacement for GetCustomRectByIndex() + CalcCustomRectUV(). + - The output type of GetCustomRect() is now ImFontAtlasRect, which include UV coordinates. X->x, Y->y, Width->w, Height->h. + - old: + const ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(custom_rect_id); + ImVec2 uv0, uv1; + atlas->GetCustomRectUV(r, &uv0, &uv1); + ImGui::Image(atlas->TexRef, ImVec2(r->w, r->h), uv0, uv1); + - new; + ImFontAtlasRect r; + atlas->GetCustomRect(custom_rect_id, &r); + ImGui::Image(atlas->TexRef, ImVec2(r.w, r.h), r.uv0, r.uv1); + - We added a redirecting typedef but haven't attempted to magically redirect the field names, as this API is rarely used and the fix is simple. + - Obsoleted AddCustomRectFontGlyph() as the API does not make sense for scalable fonts. Kept existing function which uses the font "default size" (Sources[0]->LegacySize). Added a helper AddCustomRectFontGlyphForSize() which is immediately marked obsolete, but can facilitate transitioning old code. + - Prefer adding a font source (ImFontConfig) using a custom/procedural loader. + - DrawList: Renamed ImDrawList::PushTextureID()/PopTextureID() to PushTexture()/PopTexture(). + - Backends: removed ImGui_ImplXXXX_CreateFontsTexture()/ImGui_ImplXXXX_DestroyFontsTexture() for all backends that had them. They should not be necessary any more. + - 2025/05/23 (1.92.0) - Fonts: changed ImFont::CalcWordWrapPositionA() to ImFont::CalcWordWrapPosition() + - old: const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, ....); + - new: const char* ImFont::CalcWordWrapPosition (float size, const char* text, ....); + The leading 'float scale' parameters was changed to 'float size'. This was necessary as 'scale' is assuming standard font size which is a concept we aim to eliminate in an upcoming update. Kept inline redirection function. + - 2025/05/15 (1.92.0) - TreeNode: renamed ImGuiTreeNodeFlags_NavLeftJumpsBackHere to ImGuiTreeNodeFlags_NavLeftJumpsToParent for clarity. Kept inline redirection enum (will obsolete). + - 2025/05/15 (1.92.0) - Commented out PushAllowKeyboardFocus()/PopAllowKeyboardFocus() which was obsoleted in 1.89.4. Use PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop)/PopItemFlag() instead. (#3092) + - 2025/05/15 (1.92.0) - Commented out ImGuiListClipper::ForceDisplayRangeByIndices() which was obsoleted in 1.89.6. Use ImGuiListClipper::IncludeItemsByIndex() instead. + - 2025/03/05 (1.91.9) - BeginMenu(): Internals: reworked mangling of menu windows to use "###Menu_00" etc. instead of "##Menu_00", allowing them to also store the menu name before it. This shouldn't affect code unless directly accessing menu window from their mangled name. + - 2025/04/16 (1.91.9) - Internals: RenderTextEllipsis() function removed the 'float clip_max_x' parameter directly preceding 'float ellipsis_max_x'. Values were identical for a vast majority of users. (#8387) + - 2025/02/27 (1.91.9) - Image(): removed 'tint_col' and 'border_col' parameter from Image() function. Added ImageWithBg() replacement. (#8131, #8238) + - old: void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 tint_col = (1,1,1,1), ImVec4 border_col = (0,0,0,0)); + - new: void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1)); + - new: void ImageWithBg(ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 bg_col = (0,0,0,0), ImVec4 tint_col = (1,1,1,1)); + - TL;DR: 'border_col' had misleading side-effect on layout, 'bg_col' was missing, parameter order couldn't be consistent with ImageButton(). + - new behavior always use ImGuiCol_Border color + style.ImageBorderSize / ImGuiStyleVar_ImageBorderSize. + - old behavior altered border size (and therefore layout) based on border color's alpha, which caused variety of problems + old behavior a fixed 1.0f for border size which was not tweakable. + - kept legacy signature (will obsolete), which mimics the old behavior, but uses Max(1.0f, style.ImageBorderSize) when border_col is specified. + - added ImageWithBg() function which has both 'bg_col' (which was missing) and 'tint_col'. It was impossible to add 'bg_col' to Image() with a parameter order consistent with other functions, so we decided to remove 'tint_col' and introduce ImageWithBg(). + - 2025/02/25 (1.91.9) - internals: fonts: ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[]. ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourcesCount. + - 2025/02/06 (1.91.9) - renamed ImFontConfig::GlyphExtraSpacing.x to ImFontConfig::GlyphExtraAdvanceX. + - 2025/01/22 (1.91.8) - removed ImGuiColorEditFlags_AlphaPreview (made value 0): it is now the default behavior. + prior to 1.91.8: alpha was made opaque in the preview by default _unless_ using ImGuiColorEditFlags_AlphaPreview. We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior. + the new flags (ImGuiColorEditFlags_AlphaOpaque, ImGuiColorEditFlags_AlphaNoBg + existing ImGuiColorEditFlags_AlphaPreviewHalf) may be combined better and allow finer controls: + - 2025/01/14 (1.91.7) - renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth for consistency with other names. Kept redirection enum (will obsolete). (#6937) + - 2024/11/27 (1.91.6) - changed CRC32 table from CRC32-adler to CRC32c polynomial in order to be compatible with the result of SSE 4.2 instructions. + As a result, old .ini data may be partially lost (docking and tables information particularly). + Because some users have crafted and storing .ini data as a way to workaround limitations of the docking API, we are providing a '#define IMGUI_USE_LEGACY_CRC32_ADLER' compile-time option to keep using old CRC32 tables if you cannot afford invalidating old .ini data. + - 2024/11/06 (1.91.5) - commented/obsoleted out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before) + - io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022). + - io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022). + - GetKeyIndex() is removed (obsoleted March 2022). The indirection is now unnecessary. + - pre-1.87 backends are not supported: + - backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields. + - backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields. + - for more reference: + - read 1.87 and 1.88 part of this section or read Changelog for 1.87 and 1.88. + - read https://github.com/ocornut/imgui/issues/4921 + - if you have trouble updating a very old codebase using legacy backend-specific key codes: consider updating to 1.91.4 first, then #define IMGUI_DISABLE_OBSOLETE_KEYIO, then update to latest. + - obsoleted ImGuiKey_COUNT (it is unusually error-prone/misleading since valid keys don't start at 0). probably use ImGuiKey_NamedKey_BEGIN/ImGuiKey_NamedKey_END? + - fonts: removed const qualifiers from most font functions in prevision for upcoming font improvements. + - 2024/10/18 (1.91.4) - renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor (for consistency with newly exposed and reworked features). Kept inline redirection enum (will obsolete). + - 2024/10/14 (1.91.4) - moved ImGuiConfigFlags_NavEnableSetMousePos to standalone io.ConfigNavMoveSetMousePos bool. + moved ImGuiConfigFlags_NavNoCaptureKeyboard to standalone io.ConfigNavCaptureKeyboard bool (note the inverted value!). + kept legacy names (will obsolete) + code that copies settings once the first time. Dynamically changing the old value won't work. Switch to using the new value! + - 2024/10/10 (1.91.4) - the typedef for ImTextureID now defaults to ImU64 instead of void*. (#1641) + this removes the requirement to redefine it for backends which are e.g. storing descriptor sets or other 64-bits structures when building on 32-bits archs. It therefore simplify various building scripts/helpers. + you may have compile-time issues if you were casting to 'void*' instead of 'ImTextureID' when passing your types to functions taking ImTextureID values, e.g. ImGui::Image(). + in doubt it is almost always better to do an intermediate intptr_t cast, since it allows casting any pointer/integer type without warning: + - May warn: ImGui::Image((void*)MyTextureData, ...); + - May warn: ImGui::Image((void*)(intptr_t)MyTextureData, ...); + - Won't warn: ImGui::Image((ImTextureID)(intptr_t)MyTextureData, ...); + - note that you can always define ImTextureID to be your own high-level structures (with dedicated constructors) if you like. + - 2024/10/03 (1.91.3) - drags: treat v_min==v_max as a valid clamping range when != 0.0f. Zero is a still special value due to legacy reasons, unless using ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76) + - drags: extended behavior of ImGuiSliderFlags_AlwaysClamp to include _ClampZeroRange. It considers v_min==v_max==0.0f as a valid clamping range (aka edits not allowed). + although unlikely, it you wish to only clamp on text input but want v_min==v_max==0.0f to mean unclamped drags, you can use _ClampOnInput instead of _AlwaysClamp. (#7968, #3361, #76) + - 2024/09/10 (1.91.2) - internals: using multiple overlaid ButtonBehavior() with same ID will now have io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030) + it was one of the rare case where using same ID is legal. workarounds: (1) use single ButtonBehavior() call with multiple _MouseButton flags, or (2) surround the calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag() + - 2024/08/23 (1.91.1) - renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. kept inline redirection flag. + - 2024/08/22 (1.91.1) - moved some functions from ImGuiIO to ImGuiPlatformIO structure: + - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn + changed 'void* user_data' to 'ImGuiContext* ctx'. Pull your user data from platform_io.ClipboardUserData. + - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn + same as above line. + - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn (#7660) + - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn + - io.PlatformLocaleDecimalPoint -> platform_io.Platform_LocaleDecimalPoint (#7389, #6719, #2278) + - access those via GetPlatformIO() instead of GetIO(). + some were introduced very recently and often automatically setup by core library and backends, so for those we are exceptionally not maintaining a legacy redirection symbol. + - commented the old ImageButton() signature obsoleted in 1.89 (~August 2022). As a reminder: + - old ImageButton() before 1.89 used ImTextureId as item id (created issue with e.g. multiple buttons in same scope, transient texture id values, opaque computation of ID) + - new ImageButton() since 1.89 requires an explicit 'const char* str_id' + - old ImageButton() before 1.89 had frame_padding' override argument. + - new ImageButton() since 1.89 always use style.FramePadding, which you can freely override with PushStyleVar()/PopStyleVar(). + - 2024/07/25 (1.91.0) - obsoleted GetContentRegionMax(), GetWindowContentRegionMin() and GetWindowContentRegionMax(). (see #7838 on GitHub for more info) + you should never need those functions. you can do everything with GetCursorScreenPos() and GetContentRegionAvail() in a more simple way. + - instead of: GetWindowContentRegionMax().x - GetCursorPos().x + - you can use: GetContentRegionAvail().x + - instead of: GetWindowContentRegionMax().x + GetWindowPos().x + - you can use: GetCursorScreenPos().x + GetContentRegionAvail().x // when called from left edge of window + - instead of: GetContentRegionMax() + - you can use: GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates + - instead of: GetWindowContentRegionMax().x - GetWindowContentRegionMin().x + - you can use: GetContentRegionAvail() // when called from left edge of window + - 2024/07/15 (1.91.0) - renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups. (#1379, #1468, #2200, #4936, #5216, #7302, #7573) + (internals: also renamed ImGuiItemFlags_SelectableDontClosePopup into ImGuiItemFlags_AutoClosePopups with inverted behaviors) + - 2024/07/15 (1.91.0) - obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag(ImGuiItemFlags_ButtonRepeat, ...)/PopItemFlag(). + - 2024/07/02 (1.91.0) - commented out obsolete ImGuiModFlags (renamed to ImGuiKeyChord in 1.89). (#4921, #456) + - commented out obsolete ImGuiModFlags_XXX values (renamed to ImGuiMod_XXX in 1.89). (#4921, #456) + - ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl, ImGuiModFlags_Shift -> ImGuiMod_Shift etc. + - 2024/07/02 (1.91.0) - IO, IME: renamed platform IME hook and added explicit context for consistency and future-proofness. + - old: io.SetPlatformImeDataFn(ImGuiViewport* viewport, ImGuiPlatformImeData* data); + - new: io.PlatformSetImeDataFn(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + - 2024/06/21 (1.90.9) - BeginChild: added ImGuiChildFlags_NavFlattened as a replacement for the window flag ImGuiWindowFlags_NavFlattened: the feature only ever made sense for BeginChild() anyhow. + - old: BeginChild("Name", size, 0, ImGuiWindowFlags_NavFlattened); + - new: BeginChild("Name", size, ImGuiChildFlags_NavFlattened, 0); + - 2024/06/21 (1.90.9) - io: ClearInputKeys() (first exposed in 1.89.8) doesn't clear mouse data, newly added ClearInputMouse() does. + - 2024/06/20 (1.90.9) - renamed ImGuiDragDropFlags_SourceAutoExpirePayload to ImGuiDragDropFlags_PayloadAutoExpire. + - 2024/06/18 (1.90.9) - style: renamed ImGuiCol_TabActive -> ImGuiCol_TabSelected, ImGuiCol_TabUnfocused -> ImGuiCol_TabDimmed, ImGuiCol_TabUnfocusedActive -> ImGuiCol_TabDimmedSelected. + - 2024/06/10 (1.90.9) - removed old nested structure: renaming ImGuiStorage::ImGuiStoragePair type to ImGuiStoragePair (simpler for many languages). + - 2024/06/06 (1.90.8) - reordered ImGuiInputTextFlags values. This should not be breaking unless you are using generated headers that have values not matching the main library. + - 2024/06/06 (1.90.8) - removed 'ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft', was mostly unused and misleading. + - 2024/05/27 (1.90.7) - commented out obsolete symbols marked obsolete in 1.88 (May 2022): + - old: CaptureKeyboardFromApp(bool) + - new: SetNextFrameWantCaptureKeyboard(bool) + - old: CaptureMouseFromApp(bool) + - new: SetNextFrameWantCaptureMouse(bool) + - 2024/05/22 (1.90.7) - inputs (internals): renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more explicit and reduce confusion with the default it is a non-zero value and cannot be the default value (never made public, but disclosing as I expect a few users caught on owner-aware inputs). + - inputs (internals): renamed ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal, ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobalOverFocused, ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobalHighest. + - inputs (internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order in function signatures: + - old: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); + - new: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0); + - inputs (internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(): swapped last two parameters order in function signatures. + - old: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + - new: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); + - old: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0); + - new: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0); + for various reasons those changes makes sense. They are being made because making some of those API public. + only past users of imgui_internal.h with the extra parameters will be affected. Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL. + - 2024/05/21 (1.90.7) - docking: changed signature of DockSpaceOverViewport() to add explicit dockspace id if desired. pass 0 to use old behavior. (#7611) + - old: DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); + - new: DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); + - 2024/05/16 (1.90.7) - inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent() as this naturally align with how macOS X uses those keys. + - it shouldn't really affect you unless you had custom shortcut swapping in place for macOS X apps. + - removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super. It is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456) + - 2024/05/14 (1.90.7) - backends: SDL_Renderer2 and SDL_Renderer3 backend now take a SDL_Renderer* in their RenderDrawData() functions. + - 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282) + - old: TreeNode("##Hidden"); SameLine(); Text("Hello"); // <-- This was actually incorrect! BUT appeared to look ok with the default style where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise). + - new: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello"); // <-- This is correct for all styles values. + with the fix, IF you were successfully using TreeNode("")+SameLine(); you will now have extra spacing between your TreeNode and the following item. + You'll need to change the SameLine() call to SameLine(0,0) to remove this extraneous spacing. This seemed like the more sensible fix that's not making things less consistent. + (Note: when using this idiom you are likely to also use ImGuiTreeNodeFlags_SpanAvailWidth). + - 2024/03/18 (1.90.5) - merged the radius_x/radius_y parameters in ImDrawList::AddEllipse(), AddEllipseFilled() and PathEllipticalArcTo() into a single ImVec2 parameter. Exceptionally, because those functions were added in 1.90, we are not adding inline redirection functions. The transition is easy and should affect few users. (#2743, #7417) + - 2024/03/08 (1.90.5) - inputs: more formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set. It has been unnecessary and a no-op since 1.87 (it returns the same value as passed when used with a 1.87+ backend using io.AddKeyEvent() function). (#4921) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - 2024/01/15 (1.90.2) - commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter. + - 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges. + - 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls. + - 2023/11/05 (1.90.1) - internals,columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80. + - 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete). + - 2023/11/07 (1.90.0) - removed BeginChildFrame()/EndChildFrame() in favor of using BeginChild() with the ImGuiChildFlags_FrameStyle flag. kept inline redirection function (will obsolete). + those functions were merely PushStyle/PopStyle helpers, the removal isn't so much motivated by needing to add the feature in BeginChild(), but by the necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features. + - 2023/11/02 (1.90.0) - BeginChild: upgraded 'bool border = true' parameter to 'ImGuiChildFlags flags' type, added ImGuiChildFlags_Border equivalent. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work. + - old: BeginChild("Name", size, true) + - new: BeginChild("Name", size, ImGuiChildFlags_Border) + - old: BeginChild("Name", size, false) + - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None) + **AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'** + - 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow. + - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding); + - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0); + - 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user). + - 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631) - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete). - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...) - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); @@ -518,7 +792,7 @@ CODE - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO. - 2022/01/20 (1.87) - inputs: reworded gamepad IO. - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values. - - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used). + - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputting text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used). - 2022/01/17 (1.87) - inputs: reworked mouse IO. - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent() - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent() @@ -526,10 +800,10 @@ CODE - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only] note: for all calls to IO new functions, the Dear ImGui context should be bound/current. read https://github.com/ocornut/imgui/issues/4921 for details. - - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details. + - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(), ImGui::IsKeyDown(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details. - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) - - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes). + - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to still function with legacy key codes). - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.* - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert. - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper. @@ -621,7 +895,7 @@ CODE - ShowTestWindow() -> use ShowDemoWindow() - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) - - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f) + - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f)) - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing() - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding @@ -738,7 +1012,7 @@ CODE - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete). - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. - - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. + - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicitly to fix. - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type. - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete). @@ -853,6 +1127,8 @@ CODE - Run the examples/ applications and explore them. - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide. - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - See pthom's online imgui_explorer (https://pthom.github.io/imgui_explorer) which is a web + version of the demo with a source code browser. - The demo covers most features of Dear ImGui, so you can read the code and see its output. - See documentation and comments at the top of imgui.cpp + effectively imgui.h. - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the @@ -863,6 +1139,7 @@ CODE associated with it. Q: What is this library called? + Q: What is the difference between Dear ImGui and traditional UI toolkits? Q: Which version should I get? >> This library is called "Dear ImGui", please don't call it "ImGui" :) >> See https://www.dearimgui.com/faq for details. @@ -888,10 +1165,10 @@ CODE ---------- Q: About the ID Stack system.. - - Why is my widget not reacting when I click on it? - - How can I have widgets with an empty label? - - How can I have multiple widgets with the same label? - - How can I have multiple windows with the same label? + - How can I have multiple widgets with the same label? (using ## or PushID) + - How can I have widgets with an empty label? (using ##) + - How can I make a label dynamic? (using ###) + - General description of the label and ID Stack system. Q: How can I display an image? What is ImTextureID, how does it work? Q: How can I use my own math types instead of ImVec2? Q: How can I interact with standard C++ types (such as std::string and std::vector)? @@ -906,7 +1183,7 @@ CODE Q: How can I easily use icons in my application? Q: How can I load multiple fonts? Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? - >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md + >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/blob/master/docs/FONTS.md Q&A: Concerns ============= @@ -924,7 +1201,7 @@ CODE A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project. - Also see https://github.com/ocornut/imgui/wiki/Sponsors + >>> See https://github.com/ocornut/imgui/wiki/Funding - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help! - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. @@ -960,7 +1237,7 @@ CODE #endif // [Windows] OS specific includes (optional) -#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && defined(IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) #define IMGUI_DISABLE_WIN32_FUNCTIONS #endif #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) @@ -975,9 +1252,11 @@ CODE #else #include #endif -#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions +#if defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES)) +// The UWP and GDK Win32 API subsets don't support clipboard nor IME functions #define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS #define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS #endif #endif @@ -1006,43 +1285,54 @@ CODE #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int' #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. #pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. #pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness -#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int' #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label #elif defined(__GNUC__) // We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association. -#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind -#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used -#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size -#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*' -#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function -#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value -#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked -#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false -#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#pragma GCC diagnostic ignored "-Wsign-conversion" // warning: conversion to 'xxxx' from 'xxxx' may change the sign of the result #endif // Debug options -#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL +#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Hold Ctrl to display for all candidates. Ctrl+Arrow to change last direction. #define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window -// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. +// Default font size if unspecified in both style.FontSizeBase and AddFontXXX() calls. +static const float FONT_DEFAULT_SIZE_BASE = 20.0f; + +// When using Ctrl+Tab (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear - -// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend) -static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). +static const float NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut. +static const float NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY = 0.60f; // Time to hold activation button (e.g. FaceDown) to turn the activation into a text input. static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. // Tooltip offset -static const ImVec2 TOOLTIP_DEFAULT_OFFSET = ImVec2(16, 10); // Multiplied by g.Style.MouseCursorScale +static const ImVec2 TOOLTIP_DEFAULT_OFFSET_MOUSE = ImVec2(16, 10); // Multiplied by g.Style.MouseCursorScale +static const ImVec2 TOOLTIP_DEFAULT_OFFSET_TOUCH = ImVec2(0, -20); // Multiplied by g.Style.MouseCursorScale +static const ImVec2 TOOLTIP_DEFAULT_PIVOT_TOUCH = ImVec2(0.5f, 1.0f); // Multiplied by g.Style.MouseCursorScale // Docking static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport. @@ -1052,7 +1342,6 @@ static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For u //------------------------------------------------------------------------- static void SetCurrentWindow(ImGuiWindow* window); -static void FindHoveredWindow(); static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags); static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window); @@ -1065,39 +1354,52 @@ static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSetti static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf); -// Platform Dependents default implementation for IO functions -static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx); -static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text); -static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data); +// Platform Dependents default implementation for ImGuiPlatformIO functions +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx); +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text); +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext* ctx, const char* path); namespace ImGui { +// Item +static void ItemHandleShortcut(ImGuiID id); + +// Window Focus +static int FindWindowFocusIndex(ImGuiWindow* window); +static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags); + // Navigation static void NavUpdate(); static void NavUpdateWindowing(); +static void NavUpdateWindowingApplyFocus(ImGuiWindow* window); static void NavUpdateWindowingOverlay(); static void NavUpdateCancelRequest(); +static void NavUpdateContextMenuRequest(); static void NavUpdateCreateMoveRequest(); static void NavUpdateCreateTabbingRequest(); static float NavUpdatePageUpPageDown(); static inline void NavUpdateAnyRequestFlag(); static void NavUpdateCreateWrappingRequest(); static void NavEndFrame(); -static bool NavScoreItem(ImGuiNavItemData* result); +static bool NavScoreItem(ImGuiNavItemData* result, const ImRect& nav_bb); static void NavApplyItemToResult(ImGuiNavItemData* result); static void NavProcessItem(); static void NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags); -static ImVec2 NavCalcPreferredRefPos(); +static ImGuiInputSource NavCalcPreferredRefPosSource(ImGuiWindowFlags window_type); +static ImVec2 NavCalcPreferredRefPos(ImGuiWindowFlags window_type); static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); static void NavRestoreLayer(ImGuiNavLayer layer); -static int FindWindowFocusIndex(ImGuiWindow* window); // Error Checking and Debug Tools static void ErrorCheckNewFrameSanityChecks(); static void ErrorCheckEndFrameSanityChecks(); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS static void UpdateDebugToolItemPicker(); -static void UpdateDebugToolStackQueries(); +static void UpdateDebugToolItemPathQuery(); +static void UpdateDebugToolFlashStyleColor(); +#endif // Inputs static void UpdateKeyboardInputs(); @@ -1106,13 +1408,19 @@ static void UpdateMouseWheel(); static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt); // Misc +static void UpdateFontsNewFrame(); +static void UpdateFontsEndFrame(); +static void UpdateTexturesNewFrame(); +static void UpdateTexturesEndFrame(); static void UpdateSettings(); -static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); +static int UpdateWindowManualResize(ImGuiWindow* window, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); static void RenderWindowOuterBorders(ImGuiWindow* window); static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col); static void RenderDimmedBackgrounds(); +static void SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect); +static void SetLastItemDataForChildWindowItem(ImGuiWindow* window, const ImRect& rect); // Viewports const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter. @@ -1174,104 +1482,155 @@ static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper; static void* GImAllocatorUserData = NULL; //----------------------------------------------------------------------------- -// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO) //----------------------------------------------------------------------------- ImGuiStyle::ImGuiStyle() { - Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui. - DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. - WindowPadding = ImVec2(8,8); // Padding within a window - WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. - WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. - WindowMinSize = ImVec2(32,32); // Minimum window size - WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text - WindowMenuButtonPosition= ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. - ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows - ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. - PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows - PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested. - FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets) - FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets). - FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. - ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines - ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) - CellPadding = ImVec2(4,2); // Padding within a table cell. CellPadding.y may be altered between different rows. - TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! - IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). - ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). - ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar - ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar - GrabMinSize = 12.0f; // Minimum width/height of a grab box for slider/scrollbar - GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. - LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. - TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. - TabBorderSize = 0.0f; // Thickness of border around tabs. - TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. - TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. - ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. - ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. - SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. - SeparatorTextBorderSize = 3.0f; // Thickkness of border in SeparatorText() - SeparatorTextAlign = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). - SeparatorTextPadding = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. - DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. - DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. - DockingSeparatorSize = 2.0f; // Thickness of resizing border between docked windows - MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. - AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. - AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). - AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). - CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. - CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + FontSizeBase = 0.0f; // Will default to io.Fonts->Fonts[0] on first frame. + FontScaleMain = 1.0f; // Main scale factor. May be set by application once, or exposed to end-user. + FontScaleDpi = 1.0f; // Additional scale factor from viewport/monitor contents scale. When io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI. + + Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui. + DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + WindowPadding = ImVec2(8,8); // Padding within a window + WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. + WindowBorderHoverPadding = 4.0f; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders. + WindowMinSize = ImVec2(32,32); // Minimum window size + WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text + WindowMenuButtonPosition = ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. + ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows + ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. + PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows + PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested. + FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets) + FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets). + FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. + ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines + ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) + CellPadding = ImVec2(4,2); // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. + TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar + ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar + ScrollbarPadding = 2.0f; // Padding of scrollbar grab within its frame (same for both axes) + GrabMinSize = 12.0f; // Minimum width/height of a grab box for slider/scrollbar + GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + ImageRounding = 0.0f; // Rounding of Image() calls. + ImageBorderSize = 0.0f; // Thickness of border around tabs. + TabRounding = 5.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + TabBorderSize = 0.0f; // Thickness of border around tabs. + TabMinWidthBase = 1.0f; // Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected. + TabMinWidthShrink = 80.0f; // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy. + TabCloseButtonMinWidthSelected = -1.0f; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. + TabCloseButtonMinWidthUnselected = 0.0f; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected. + TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + TabBarOverlineSize = 1.0f; // Thickness of tab-bar overline, which highlights the selected tab-bar. + TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees). + TableAngledHeadersTextAlign = ImVec2(0.5f,0.0f);// Alignment of angled headers within the cell + TreeLinesFlags = ImGuiTreeNodeFlags_DrawLinesNone; + TreeLinesSize = 1.0f; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines. + TreeLinesRounding = 0.0f; // Radius of lines connecting child nodes to the vertical line. + DragDropTargetRounding = 0.0f; // Radius of the drag and drop target frame. + DragDropTargetBorderSize = 2.0f; // Thickness of the drag and drop target border. + DragDropTargetPadding = 3.0f; // Size to expand the drag and drop target from actual target item size. + ColorMarkerSize = 3.0f; // Size of R/G/B/A color markers for ColorEdit4() and for Drags/Sliders when using ImGuiSliderFlags_ColorMarkers. + ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. + SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + SeparatorSize = 1.0f; // Thickness of border in Separator(). + SeparatorTextBorderSize = 3.0f; // Thickness of border in SeparatorText(). + SeparatorTextAlign = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + SeparatorTextPadding = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. + DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. + DockingNodeHasCloseButton = true; // Docking nodes have their own CloseButton() to close all docked windows. + DockingSeparatorSize = 2.0f; // Thickness of resizing border between docked windows + MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. + AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. + AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). + AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). + CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. // Behaviors - HoverStationaryDelay = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. - HoverDelayShort = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. - HoverDelayNormal = 0.40f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " - HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. - HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + HoverStationaryDelay = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + HoverDelayShort = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + HoverDelayNormal = 0.40f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + // [Internal] + _MainScale = 1.0f; + _NextFrameFontSizeBase = 0.0f; // Default theme ImGui::StyleColorsDark(this); } -// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you. + +// Scale all spacing/padding/thickness values. Do not scale fonts. // Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times. void ImGuiStyle::ScaleAllSizes(float scale_factor) { - WindowPadding = ImFloor(WindowPadding * scale_factor); - WindowRounding = ImFloor(WindowRounding * scale_factor); - WindowMinSize = ImFloor(WindowMinSize * scale_factor); - ChildRounding = ImFloor(ChildRounding * scale_factor); - PopupRounding = ImFloor(PopupRounding * scale_factor); - FramePadding = ImFloor(FramePadding * scale_factor); - FrameRounding = ImFloor(FrameRounding * scale_factor); - ItemSpacing = ImFloor(ItemSpacing * scale_factor); - ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor); - CellPadding = ImFloor(CellPadding * scale_factor); - TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor); - IndentSpacing = ImFloor(IndentSpacing * scale_factor); - ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor); - ScrollbarSize = ImFloor(ScrollbarSize * scale_factor); - ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor); - GrabMinSize = ImFloor(GrabMinSize * scale_factor); - GrabRounding = ImFloor(GrabRounding * scale_factor); - LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor); - TabRounding = ImFloor(TabRounding * scale_factor); - TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; - SeparatorTextPadding = ImFloor(SeparatorTextPadding * scale_factor); - DockingSeparatorSize = ImFloor(DockingSeparatorSize * scale_factor); - DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor); - DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor); - MouseCursorScale = ImFloor(MouseCursorScale * scale_factor); + _MainScale *= scale_factor; + WindowPadding = ImTrunc(WindowPadding * scale_factor); + WindowRounding = ImTrunc(WindowRounding * scale_factor); + WindowBorderSize = ImTrunc(WindowBorderSize * scale_factor); + WindowMinSize = ImTrunc(WindowMinSize * scale_factor); + WindowBorderHoverPadding = ImTrunc(WindowBorderHoverPadding * scale_factor); + ChildRounding = ImTrunc(ChildRounding * scale_factor); + ChildBorderSize = ImTrunc(ChildBorderSize * scale_factor); + PopupRounding = ImTrunc(PopupRounding * scale_factor); + PopupBorderSize = ImTrunc(PopupBorderSize * scale_factor); + FramePadding = ImTrunc(FramePadding * scale_factor); + FrameBorderSize = ImTrunc(FrameBorderSize * scale_factor); + FrameRounding = ImTrunc(FrameRounding * scale_factor); + ItemSpacing = ImTrunc(ItemSpacing * scale_factor); + ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor); + CellPadding = ImTrunc(CellPadding * scale_factor); + TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor); + IndentSpacing = ImTrunc(IndentSpacing * scale_factor); + ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor); + ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor); + ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor); + ScrollbarPadding = ImTrunc(ScrollbarPadding * scale_factor); + GrabMinSize = ImTrunc(GrabMinSize * scale_factor); + GrabRounding = ImTrunc(GrabRounding * scale_factor); + LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor); + ImageRounding = ImTrunc(ImageRounding * scale_factor); + ImageBorderSize = ImTrunc(ImageBorderSize * scale_factor); + TabRounding = ImTrunc(TabRounding * scale_factor); + TabBorderSize = ImTrunc(TabBorderSize * scale_factor); + TabMinWidthBase = ImTrunc(TabMinWidthBase * scale_factor); + TabMinWidthShrink = ImTrunc(TabMinWidthShrink * scale_factor); + TabCloseButtonMinWidthSelected = (TabCloseButtonMinWidthSelected > 0.0f && TabCloseButtonMinWidthSelected != FLT_MAX) ? ImTrunc(TabCloseButtonMinWidthSelected * scale_factor) : TabCloseButtonMinWidthSelected; + TabCloseButtonMinWidthUnselected = (TabCloseButtonMinWidthUnselected > 0.0f && TabCloseButtonMinWidthUnselected != FLT_MAX) ? ImTrunc(TabCloseButtonMinWidthUnselected * scale_factor) : TabCloseButtonMinWidthUnselected; + TabBarBorderSize = ImTrunc(TabBarBorderSize * scale_factor); + TabBarOverlineSize = ImTrunc(TabBarOverlineSize * scale_factor); + TreeLinesSize = ImTrunc(TreeLinesSize * scale_factor); + TreeLinesRounding = ImTrunc(TreeLinesRounding * scale_factor); + DragDropTargetRounding = ImTrunc(DragDropTargetRounding * scale_factor); + DragDropTargetBorderSize = ImTrunc(DragDropTargetBorderSize * scale_factor); + DragDropTargetPadding = ImTrunc(DragDropTargetPadding * scale_factor); + ColorMarkerSize = ImTrunc(ColorMarkerSize * scale_factor); + SeparatorSize = ImTrunc(SeparatorSize * scale_factor); + SeparatorTextBorderSize = ImTrunc(SeparatorTextBorderSize * scale_factor); + SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor); + DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor); + DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor); + DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor); + MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor); } ImGuiIO::ImGuiIO() { // Most fields are initialized with zero - memset(this, 0, sizeof(*this)); - IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); + memset((void*)this, 0, sizeof(*this)); + IM_STATIC_ASSERT(IM_COUNTOF(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_COUNTOF(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); // Settings ConfigFlags = ImGuiConfigFlags_None; @@ -1281,20 +1640,28 @@ ImGuiIO::ImGuiIO() IniSavingRate = 5.0f; IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables). LogFilename = "imgui_log.txt"; -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - for (int i = 0; i < ImGuiKey_COUNT; i++) - KeyMap[i] = -1; -#endif UserData = NULL; Fonts = NULL; - FontGlobalScale = 1.0f; FontDefault = NULL; FontAllowUserScaling = false; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + FontGlobalScale = 1.0f; // Use style.FontScaleMain instead! +#endif DisplayFramebufferScale = ImVec2(1.0f, 1.0f); + // Keyboard/Gamepad Navigation options + ConfigNavSwapGamepadButtons = false; + ConfigNavMoveSetMousePos = false; + ConfigNavCaptureKeyboard = true; + ConfigNavEscapeClearFocusItem = true; + ConfigNavEscapeClearFocusWindow = false; + ConfigNavCursorVisibleAuto = true; + ConfigNavCursorVisibleAlways = false; + // Docking options (when ImGuiConfigFlags_DockingEnable is set) ConfigDockingNoSplit = false; + ConfigDockingNoDockingOver = false; ConfigDockingWithShift = false; ConfigDockingAlwaysTabBar = false; ConfigDockingTransparentPayload = false; @@ -1303,7 +1670,8 @@ ImGuiIO::ImGuiIO() ConfigViewportsNoAutoMerge = false; ConfigViewportsNoTaskBarIcon = false; ConfigViewportsNoDecoration = true; - ConfigViewportsNoDefaultParent = false; + ConfigViewportsNoDefaultParent = true; + ConfigViewportsPlatformFocusSetsImGuiFocus = true; // Miscellaneous options MouseDrawCursor = false; @@ -1318,10 +1686,20 @@ ImGuiIO::ImGuiIO() ConfigDragClickToInputText = false; ConfigWindowsResizeFromEdges = true; ConfigWindowsMoveFromTitleBarOnly = false; + ConfigWindowsCopyContentsWithCtrlC = false; + ConfigScrollbarScrollByPage = true; ConfigMemoryCompactTimer = 60.0f; + ConfigDebugIsDebuggerPresent = false; + ConfigDebugHighlightIdConflicts = true; + ConfigDebugHighlightIdConflictsShowItemPicker = true; ConfigDebugBeginReturnValueOnce = false; ConfigDebugBeginReturnValueLoop = false; + ConfigErrorRecovery = true; + ConfigErrorRecoveryEnableAssert = true; + ConfigErrorRecoveryEnableDebugLog = true; + ConfigErrorRecoveryEnableTooltip = true; + // Inputs Behaviors MouseDoubleClickTime = 0.30f; MouseDoubleClickMaxDist = 6.0f; @@ -1333,17 +1711,14 @@ ImGuiIO::ImGuiIO() // Note: Initialize() will setup default clipboard/ime handlers. BackendPlatformName = BackendRendererName = NULL; BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; - PlatformLocaleDecimalPoint = '.'; // Input (NB: we already have memset zero the entire structure!) MousePos = ImVec2(-FLT_MAX, -FLT_MAX); MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); MouseSource = ImGuiMouseSource_Mouse; - for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; - for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; } + for (int i = 0; i < IM_COUNTOF(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; + for (int i = 0; i < IM_COUNTOF(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; } AppAcceptingEvents = true; - BackendUsingLegacyKeyArrays = (ImS8)-1; - BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong } // Pass in translated ASCII characters for text input. @@ -1401,14 +1776,15 @@ void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) AddInputCharacter((unsigned)cp); } -void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) +void ImGuiIO::AddInputCharactersUTF8(const char* str) { if (!AppAcceptingEvents) return; - while (*utf8_chars != 0) + const char* str_end = str + strlen(str); + while (*str != 0) { unsigned int c = 0; - utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); + str += ImTextCharFromUtf8(&c, str, str_end); AddInputCharacter(c); } } @@ -1421,39 +1797,42 @@ void ImGuiIO::ClearEventsQueue() g.InputEventsQueue.clear(); } -// Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. +// Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. void ImGuiIO::ClearInputKeys() { -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - memset(KeysDown, 0, sizeof(KeysDown)); -#endif - for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++) + ImGuiContext& g = *Ctx; + for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++) { - KeysData[n].Down = false; - KeysData[n].DownDuration = -1.0f; - KeysData[n].DownDurationPrev = -1.0f; + if (ImGui::IsMouseKey((ImGuiKey)key)) + continue; + ImGuiKeyData* key_data = &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->Down = false; + key_data->DownDuration = -1.0f; + key_data->DownDurationPrev = -1.0f; } KeyCtrl = KeyShift = KeyAlt = KeySuper = false; KeyMods = ImGuiMod_None; + InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters(). +} + +void ImGuiIO::ClearInputMouse() +{ + for (ImGuiKey key = ImGuiKey_Mouse_BEGIN; key < ImGuiKey_Mouse_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyData* key_data = &KeysData[key - ImGuiKey_NamedKey_BEGIN]; + key_data->Down = false; + key_data->DownDuration = -1.0f; + key_data->DownDurationPrev = -1.0f; + } MousePos = ImVec2(-FLT_MAX, -FLT_MAX); - for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++) + for (int n = 0; n < IM_COUNTOF(MouseDown); n++) { MouseDown[n] = false; MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f; } MouseWheel = MouseWheelH = 0.0f; - InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters(). } -// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue. -// Current frame character buffer is now also cleared by ClearInputKeys(). -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -void ImGuiIO::ClearInputCharacters() -{ - InputQueueCharacters.resize(0); -} -#endif - static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1) { ImGuiContext& g = *ctx; @@ -1476,7 +1855,7 @@ static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventT // - bool down: Is the key down? use false to signify a key release. // - float analog_value: 0.0f..1.0f // IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE. -// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULLFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT. +// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT. void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value) { //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); } @@ -1484,20 +1863,19 @@ void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value) if (key == ImGuiKey_None || !AppAcceptingEvents) return; ImGuiContext& g = *Ctx; - IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API. + IM_ASSERT(ImGui::IsNamedKeyOrMod(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API. IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events. - IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself) - // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data. -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); - if (BackendUsingLegacyKeyArrays == -1) - for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) - IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); - BackendUsingLegacyKeyArrays = 0; -#endif - if (ImGui::IsGamepadKey(key)) - BackendUsingLegacyNavInputArray = false; + // MacOS: swap Cmd(Super) and Ctrl + if (g.IO.ConfigMacOSXBehaviors) + { + if (key == ImGuiMod_Super) { key = ImGuiMod_Ctrl; } + else if (key == ImGuiMod_Ctrl) { key = ImGuiMod_Super; } + else if (key == ImGuiKey_LeftSuper) { key = ImGuiKey_LeftCtrl; } + else if (key == ImGuiKey_RightSuper){ key = ImGuiKey_RightCtrl; } + else if (key == ImGuiKey_LeftCtrl) { key = ImGuiKey_LeftSuper; } + else if (key == ImGuiKey_RightCtrl) { key = ImGuiKey_RightSuper; } + } // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed) const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key); @@ -1534,20 +1912,10 @@ void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native return; IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512 IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511 - IM_UNUSED(native_keycode); // Yet unused - IM_UNUSED(native_scancode); // Yet unused - - // Build native->imgui map so old user code can still call key functions with native 0..511 values. -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode; - if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key)) - return; - KeyMap[legacy_key] = key; - KeyMap[key] = legacy_key; -#else - IM_UNUSED(key); - IM_UNUSED(native_legacy_index); -#endif + IM_UNUSED(key); // Yet unused + IM_UNUSED(native_keycode); // Yet unused + IM_UNUSED(native_scancode); // Yet unused + IM_UNUSED(native_legacy_index); // Yet unused } // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. @@ -1565,7 +1933,7 @@ void ImGuiIO::AddMousePosEvent(float x, float y) return; // Apply same flooring as UpdateMouseInputs() - ImVec2 pos((x > -FLT_MAX) ? ImFloorSigned(x) : x, (y > -FLT_MAX) ? ImFloorSigned(y) : y); + ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y); // Filter duplicate const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos); @@ -1591,12 +1959,36 @@ void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down) if (!AppAcceptingEvents) return; + // On MacOS X: Convert Ctrl(Super)+Left click into Right-click: handle held button. + if (ConfigMacOSXBehaviors && mouse_button == 0 && MouseCtrlLeftAsRightClick) + { + // Order of both statements matters: this event will still release mouse button 1 + mouse_button = 1; + if (!down) + MouseCtrlLeftAsRightClick = false; + } + // Filter duplicate const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button); const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button]; if (latest_button_down == down) return; + // On MacOS X: Convert Ctrl(Super)+Left click into Right-click. + // - Note that this is actual physical Ctrl which is ImGuiMod_Super for us. + // - At this point we want from !down to down, so this is handling the initial press. + if (ConfigMacOSXBehaviors && mouse_button == 0 && down) + { + const ImGuiInputEvent* latest_super_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)ImGuiMod_Super); + if (latest_super_event ? latest_super_event->Key.Down : g.IO.KeySuper) + { + IMGUI_DEBUG_LOG_IO("[io] Super+Left Click aliased into Right Click\n"); + MouseCtrlLeftAsRightClick = true; + AddMouseButtonEvent(1, true); // This is just quicker to write that passing through, as we need to filter duplicate again. + return; + } + } + ImGuiInputEvent e; e.Type = ImGuiInputEventType_MouseButton; e.Source = ImGuiInputSource_Mouse; @@ -1675,6 +2067,13 @@ void ImGuiIO::AddFocusEvent(bool focused) g.InputEventsQueue.push_back(e); } +ImGuiPlatformIO::ImGuiPlatformIO() +{ + // Most fields are initialized with zero + memset((void*)this, 0, sizeof(*this)); + Platform_LocaleDecimalPoint = '.'; +} + //----------------------------------------------------------------------------- // [SECTION] MISC HELPERS/UTILITIES (Geometry functions) //----------------------------------------------------------------------------- @@ -1765,7 +2164,7 @@ bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f; bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f; bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f; - return ((b1 == b2) && (b2 == b3)); + return (b1 == b2) && (b2 == b3); } void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w) @@ -1819,21 +2218,27 @@ void ImStrncpy(char* dst, const char* src, size_t count) if (count < 1) return; if (count > 1) - strncpy(dst, src, count - 1); + strncpy(dst, src, count - 1); // FIXME-OPT: strncpy not only doesn't guarantee 0-termination, it also always writes the whole array dst[count - 1] = 0; } char* ImStrdup(const char* str) { - size_t len = strlen(str); + size_t len = ImStrlen(str); void* buf = IM_ALLOC(len + 1); return (char*)memcpy(buf, (const void*)str, len + 1); } +void* ImMemdup(const void* src, size_t size) +{ + void* dst = IM_ALLOC(size); + return memcpy(dst, src, size); +} + char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) { - size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1; - size_t src_size = strlen(src) + 1; + size_t dst_buf_size = p_dst_size ? *p_dst_size : ImStrlen(dst) + 1; + size_t src_size = ImStrlen(src) + 1; if (dst_buf_size < src_size) { IM_FREE(dst); @@ -1846,7 +2251,7 @@ char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) const char* ImStrchrRange(const char* str, const char* str_end, char c) { - const char* p = (const char*)memchr(str, (int)c, str_end - str); + const char* p = (const char*)ImMemchr(str, (int)c, str_end - str); return p; } @@ -1861,12 +2266,13 @@ int ImStrlenW(const ImWchar* str) // Find end-of-line. Return pointer will point to either first \n, either str_end. const char* ImStreolRange(const char* str, const char* str_end) { - const char* p = (const char*)memchr(str, '\n', str_end - str); + const char* p = (const char*)ImMemchr(str, '\n', str_end - str); return p ? p : str_end; } -const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line +const char* ImStrbol(const char* buf_mid_line, const char* buf_begin) // find beginning-of-line { + IM_ASSERT_PARANOID(buf_mid_line >= buf_begin && buf_mid_line <= buf_begin + ImStrlen(buf_begin)); while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') buf_mid_line--; return buf_mid_line; @@ -1875,7 +2281,7 @@ const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end) { if (!needle_end) - needle_end = needle + strlen(needle); + needle_end = needle + ImStrlen(needle); const char un0 = (char)ImToUpper(*needle); while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) @@ -1977,32 +2383,38 @@ int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) { - ImGuiContext& g = *GImGui; va_list args; va_start(args, fmt); - if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) - { - const char* buf = va_arg(args, const char*); // Skip formatting when using "%s" - *out_buf = buf; - if (out_buf_end) { *out_buf_end = buf + strlen(buf); } - } - else - { - int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args); - *out_buf = g.TempBuffer.Data; - if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; } - } + ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args); va_end(args); } +// FIXME: Should rework API toward allowing multiple in-flight temp buffers (easier and safer for caller) +// by making the caller acquire a temp buffer token, with either explicit or destructor release, e.g. +// ImGuiTempBufferToken token; +// ImFormatStringToTempBuffer(token, ...); void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) { ImGuiContext& g = *GImGui; if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) { const char* buf = va_arg(args, const char*); // Skip formatting when using "%s" + if (buf == NULL) + buf = "(null)"; *out_buf = buf; - if (out_buf_end) { *out_buf_end = buf + strlen(buf); } + if (out_buf_end) { *out_buf_end = buf + ImStrlen(buf); } + } + else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0) + { + int buf_len = va_arg(args, int); // Skip formatting when using "%.*s" + const char* buf = va_arg(args, const char*); + if (buf == NULL) + { + buf = "(null)"; + buf_len = ImMin(buf_len, 6); + } + *out_buf = buf; + *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it. } else { @@ -2012,11 +2424,14 @@ void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, } } +#ifndef IMGUI_ENABLE_SSE4_2_CRC // CRC32 needs a 1KB lookup table (not cache friendly) // Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: // - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. static const ImU32 GCrc32LookupTable[256] = { +#ifdef IMGUI_USE_LEGACY_CRC32_ADLER + // Legacy CRC32-adler table used pre 1.91.6 (before 2024/11/27). Only use if you cannot afford invalidating old .ini data. 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59, @@ -2033,7 +2448,27 @@ static const ImU32 GCrc32LookupTable[256] = 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45, 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9, 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D, +#else + // CRC32c table compatible with SSE 4.2 instructions + 0x00000000,0xF26B8303,0xE13B70F7,0x1350F3F4,0xC79A971F,0x35F1141C,0x26A1E7E8,0xD4CA64EB,0x8AD958CF,0x78B2DBCC,0x6BE22838,0x9989AB3B,0x4D43CFD0,0xBF284CD3,0xAC78BF27,0x5E133C24, + 0x105EC76F,0xE235446C,0xF165B798,0x030E349B,0xD7C45070,0x25AFD373,0x36FF2087,0xC494A384,0x9A879FA0,0x68EC1CA3,0x7BBCEF57,0x89D76C54,0x5D1D08BF,0xAF768BBC,0xBC267848,0x4E4DFB4B, + 0x20BD8EDE,0xD2D60DDD,0xC186FE29,0x33ED7D2A,0xE72719C1,0x154C9AC2,0x061C6936,0xF477EA35,0xAA64D611,0x580F5512,0x4B5FA6E6,0xB93425E5,0x6DFE410E,0x9F95C20D,0x8CC531F9,0x7EAEB2FA, + 0x30E349B1,0xC288CAB2,0xD1D83946,0x23B3BA45,0xF779DEAE,0x05125DAD,0x1642AE59,0xE4292D5A,0xBA3A117E,0x4851927D,0x5B016189,0xA96AE28A,0x7DA08661,0x8FCB0562,0x9C9BF696,0x6EF07595, + 0x417B1DBC,0xB3109EBF,0xA0406D4B,0x522BEE48,0x86E18AA3,0x748A09A0,0x67DAFA54,0x95B17957,0xCBA24573,0x39C9C670,0x2A993584,0xD8F2B687,0x0C38D26C,0xFE53516F,0xED03A29B,0x1F682198, + 0x5125DAD3,0xA34E59D0,0xB01EAA24,0x42752927,0x96BF4DCC,0x64D4CECF,0x77843D3B,0x85EFBE38,0xDBFC821C,0x2997011F,0x3AC7F2EB,0xC8AC71E8,0x1C661503,0xEE0D9600,0xFD5D65F4,0x0F36E6F7, + 0x61C69362,0x93AD1061,0x80FDE395,0x72966096,0xA65C047D,0x5437877E,0x4767748A,0xB50CF789,0xEB1FCBAD,0x197448AE,0x0A24BB5A,0xF84F3859,0x2C855CB2,0xDEEEDFB1,0xCDBE2C45,0x3FD5AF46, + 0x7198540D,0x83F3D70E,0x90A324FA,0x62C8A7F9,0xB602C312,0x44694011,0x5739B3E5,0xA55230E6,0xFB410CC2,0x092A8FC1,0x1A7A7C35,0xE811FF36,0x3CDB9BDD,0xCEB018DE,0xDDE0EB2A,0x2F8B6829, + 0x82F63B78,0x709DB87B,0x63CD4B8F,0x91A6C88C,0x456CAC67,0xB7072F64,0xA457DC90,0x563C5F93,0x082F63B7,0xFA44E0B4,0xE9141340,0x1B7F9043,0xCFB5F4A8,0x3DDE77AB,0x2E8E845F,0xDCE5075C, + 0x92A8FC17,0x60C37F14,0x73938CE0,0x81F80FE3,0x55326B08,0xA759E80B,0xB4091BFF,0x466298FC,0x1871A4D8,0xEA1A27DB,0xF94AD42F,0x0B21572C,0xDFEB33C7,0x2D80B0C4,0x3ED04330,0xCCBBC033, + 0xA24BB5A6,0x502036A5,0x4370C551,0xB11B4652,0x65D122B9,0x97BAA1BA,0x84EA524E,0x7681D14D,0x2892ED69,0xDAF96E6A,0xC9A99D9E,0x3BC21E9D,0xEF087A76,0x1D63F975,0x0E330A81,0xFC588982, + 0xB21572C9,0x407EF1CA,0x532E023E,0xA145813D,0x758FE5D6,0x87E466D5,0x94B49521,0x66DF1622,0x38CC2A06,0xCAA7A905,0xD9F75AF1,0x2B9CD9F2,0xFF56BD19,0x0D3D3E1A,0x1E6DCDEE,0xEC064EED, + 0xC38D26C4,0x31E6A5C7,0x22B65633,0xD0DDD530,0x0417B1DB,0xF67C32D8,0xE52CC12C,0x1747422F,0x49547E0B,0xBB3FFD08,0xA86F0EFC,0x5A048DFF,0x8ECEE914,0x7CA56A17,0x6FF599E3,0x9D9E1AE0, + 0xD3D3E1AB,0x21B862A8,0x32E8915C,0xC083125F,0x144976B4,0xE622F5B7,0xF5720643,0x07198540,0x590AB964,0xAB613A67,0xB831C993,0x4A5A4A90,0x9E902E7B,0x6CFBAD78,0x7FAB5E8C,0x8DC0DD8F, + 0xE330A81A,0x115B2B19,0x020BD8ED,0xF0605BEE,0x24AA3F05,0xD6C1BC06,0xC5914FF2,0x37FACCF1,0x69E9F0D5,0x9B8273D6,0x88D28022,0x7AB90321,0xAE7367CA,0x5C18E4C9,0x4F48173D,0xBD23943E, + 0xF36E6F75,0x0105EC76,0x12551F82,0xE03E9C81,0x34F4F86A,0xC69F7B69,0xD5CF889D,0x27A40B9E,0x79B737BA,0x8BDCB4B9,0x988C474D,0x6AE7C44E,0xBE2DA0A5,0x4C4623A6,0x5F16D052,0xAD7D5351 +#endif }; +#endif // Known size hash // It is ok to call ImHashData on a string with known length but the ### operator won't be supported. @@ -2042,32 +2477,52 @@ ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed) { ImU32 crc = ~seed; const unsigned char* data = (const unsigned char*)data_p; + const unsigned char *data_end = (const unsigned char*)data_p + data_size; +#ifndef IMGUI_ENABLE_SSE4_2_CRC const ImU32* crc32_lut = GCrc32LookupTable; - while (data_size-- != 0) + while (data < data_end) crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; return ~crc; +#else + while (data + 4 <= data_end) + { + crc = _mm_crc32_u32(crc, *(ImU32*)data); + data += 4; + } + while (data < data_end) + crc = _mm_crc32_u8(crc, *data++); + return ~crc; +#endif } -// Zero-terminated string hash, with support for ### to reset back to seed value -// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed. -// Because this syntax is rarely used we are optimizing for the common case. -// - If we reach ### in the string we discard the hash so far and reset to the seed. -// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) +// Zero-terminated string hash, with support for ### to reset back to seed value. +// e.g. "label###id" outputs the same hash as "id" (and "label" is generally displayed by the UI functions) // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed) { seed = ~seed; ImU32 crc = seed; const unsigned char* data = (const unsigned char*)data_p; +#ifndef IMGUI_ENABLE_SSE4_2_CRC const ImU32* crc32_lut = GCrc32LookupTable; +#endif if (data_size != 0) { - while (data_size-- != 0) + while (data_size-- > 0) { unsigned char c = *data++; if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') + { crc = seed; + data += 2; + data_size -= 2; + continue; + } +#ifndef IMGUI_ENABLE_SSE4_2_CRC crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; +#else + crc = _mm_crc32_u8(crc, c); +#endif } } else @@ -2075,13 +2530,32 @@ ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed) while (unsigned char c = *data++) { if (c == '#' && data[0] == '#' && data[1] == '#') + { crc = seed; + data += 2; + continue; + } +#ifndef IMGUI_ENABLE_SSE4_2_CRC crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; +#else + crc = _mm_crc32_u8(crc, c); +#endif } } return ~crc; } +// Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() +// FIXME-OPT: This is not designed to be optimal. Use with care. +const char* ImHashSkipUncontributingPrefix(const char* label) +{ + const char* result = label; + while (unsigned char c = *label++) + if (c == '#' && label[0] == '#' && label[1] == '#') + result = label + 2; + return result; +} + //----------------------------------------------------------------------------- // [SECTION] MISC HELPERS/UTILITIES (File functions) //----------------------------------------------------------------------------- @@ -2091,16 +2565,23 @@ ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed) ImFileHandle ImFileOpen(const char* filename, const char* mode) { -#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (defined(__MINGW32__) || (!defined(__CYGWIN__) && !defined(__GNUC__))) // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32! const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0); const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); - ImVector buf; - buf.resize(filename_wsize + mode_wsize); - ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize); - ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize); - return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]); + + // Use stack buffer if possible, otherwise heap buffer. Sizes include zero terminator. + // We don't rely on current ImGuiContext as this is implied to be a helper function which doesn't depend on it (see #7314). + wchar_t local_temp_stack[FILENAME_MAX]; + ImVector local_temp_heap; + if (filename_wsize + mode_wsize > IM_COUNTOF(local_temp_stack)) + local_temp_heap.resize(filename_wsize + mode_wsize); + wchar_t* filename_wbuf = local_temp_heap.Data ? local_temp_heap.Data : local_temp_stack; + wchar_t* mode_wbuf = filename_wbuf + filename_wsize; + ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, filename_wbuf, filename_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, mode_wbuf, mode_wsize); + return ::_wfopen(filename_wbuf, mode_wbuf); #else return fopen(filename, mode); #endif @@ -2174,6 +2655,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* int len = lengths[*(const unsigned char*)in_text >> 3]; int wanted = len + (len ? 0 : 1); + // IMPORTANT: if in_text_end == NULL it assume we have enough space! if (in_text_end == NULL) in_text_end = in_text + wanted; // Max length, nulls will be taken into account. @@ -2196,7 +2678,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* int e = 0; e = (*out_char < mins[len]) << 6; // non-canonical encoding e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half? - e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range? + e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range we can store in ImWchar (FIXME: May evolve) e |= (s[1] & 0xc0) >> 2; e |= (s[2] & 0xc0) >> 4; e |= (s[3] ) >> 6; @@ -2280,11 +2762,11 @@ static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int return 0; } -const char* ImTextCharToUtf8(char out_buf[5], unsigned int c) +int ImTextCharToUtf8(char out_buf[5], unsigned int c) { int count = ImTextCharToUtf8_inline(out_buf, 5, c); out_buf[count] = 0; - return out_buf; + return count; } // Not optimal but we very rarely use this function. @@ -2333,17 +2815,43 @@ int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_e return bytes_count; } -const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr) +const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_p) { - while (in_text_curr > in_text_start) + while (in_p > in_text_start) { - in_text_curr--; - if ((*in_text_curr & 0xC0) != 0x80) - return in_text_curr; + in_p--; + if ((*in_p & 0xC0) != 0x80) + return in_p; } return in_text_start; } +const char* ImTextFindValidUtf8CodepointEnd(const char* in_text_start, const char* in_text_end, const char* in_p) +{ + if (in_text_start == in_p) + return in_text_start; + const char* prev = ImTextFindPreviousUtf8Codepoint(in_text_start, in_p); + unsigned int prev_c; + int prev_c_len = ImTextCharFromUtf8(&prev_c, prev, in_text_end); + if (prev_c != IM_UNICODE_CODEPOINT_INVALID && prev_c_len <= (int)(in_p - prev)) + return in_p; + return prev; +} + +int ImTextCountLines(const char* in_text, const char* in_text_end) +{ + if (in_text_end == NULL) + in_text_end = in_text + ImStrlen(in_text); // FIXME-OPT: Not optimal approach, discourage use for now. + int count = 0; + while (in_text < in_text_end) + { + const char* line_end = (const char*)ImMemchr(in_text, '\n', in_text_end - in_text); + in_text = line_end ? line_end + 1 : in_text_end; + count++; + } + return count; +} + IM_MSVC_RUNTIME_CHECKS_RESTORE //----------------------------------------------------------------------------- @@ -2437,18 +2945,16 @@ void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& //----------------------------------------------------------------------------- // std::lower_bound but without the bullshit -static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector& data, ImGuiID key) +ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key) { - ImGuiStorage::ImGuiStoragePair* first = data.Data; - ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size; - size_t count = (size_t)(last - first); - while (count > 0) + ImGuiStoragePair* in_p = in_begin; + for (size_t count = (size_t)(in_end - in_p); count > 0; ) { size_t count2 = count >> 1; - ImGuiStorage::ImGuiStoragePair* mid = first + count2; + ImGuiStoragePair* mid = in_p + count2; if (mid->key < key) { - first = ++mid; + in_p = ++mid; count -= count2 + 1; } else @@ -2456,29 +2962,28 @@ static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVectorkey; + ImGuiID rhs_v = ((const ImGuiStoragePair*)rhs)->key; + return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0); } // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. void ImGuiStorage::BuildSortByKey() { - struct StaticFunc - { - static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs) - { - // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. - if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1; - if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1; - return 0; - } - }; - ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID); + ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), PairComparerByID); } int ImGuiStorage::GetInt(ImGuiID key, int default_val) const { - ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); - if (it == Data.end() || it->key != key) + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) return default_val; return it->val_i; } @@ -2490,16 +2995,16 @@ bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const { - ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); - if (it == Data.end() || it->key != key) + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) return default_val; return it->val_f; } void* ImGuiStorage::GetVoidPtr(ImGuiID key) const { - ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); - if (it == Data.end() || it->key != key) + ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); + if (it == Data.Data + Data.Size || it->key != key) return NULL; return it->val_p; } @@ -2507,8 +3012,8 @@ void* ImGuiStorage::GetVoidPtr(ImGuiID key) const // References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) { - ImGuiStoragePair* it = LowerBound(Data, key); - if (it == Data.end() || it->key != key) + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_i; } @@ -2520,16 +3025,16 @@ bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) { - ImGuiStoragePair* it = LowerBound(Data, key); - if (it == Data.end() || it->key != key) + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_f; } void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) { - ImGuiStoragePair* it = LowerBound(Data, key); - if (it == Data.end() || it->key != key) + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_p; } @@ -2537,13 +3042,11 @@ void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) // FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) void ImGuiStorage::SetInt(ImGuiID key, int val) { - ImGuiStoragePair* it = LowerBound(Data, key); - if (it == Data.end() || it->key != key) - { + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) Data.insert(it, ImGuiStoragePair(key, val)); - return; - } - it->val_i = val; + else + it->val_i = val; } void ImGuiStorage::SetBool(ImGuiID key, bool val) @@ -2553,24 +3056,20 @@ void ImGuiStorage::SetBool(ImGuiID key, bool val) void ImGuiStorage::SetFloat(ImGuiID key, float val) { - ImGuiStoragePair* it = LowerBound(Data, key); - if (it == Data.end() || it->key != key) - { + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) Data.insert(it, ImGuiStoragePair(key, val)); - return; - } - it->val_f = val; + else + it->val_f = val; } void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) { - ImGuiStoragePair* it = LowerBound(Data, key); - if (it == Data.end() || it->key != key) - { + ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); + if (it == Data.Data + Data.Size || it->key != key) Data.insert(it, ImGuiStoragePair(key, val)); - return; - } - it->val_p = val; + else + it->val_p = val; } void ImGuiStorage::SetAllInt(int v) @@ -2578,6 +3077,7 @@ void ImGuiStorage::SetAllInt(int v) for (int i = 0; i < Data.Size; i++) Data[i].val_i = v; } +IM_MSVC_RUNTIME_CHECKS_RESTORE //----------------------------------------------------------------------------- // [SECTION] ImGuiTextFilter @@ -2590,7 +3090,7 @@ ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077 CountGrep = 0; if (default_filter) { - ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf)); + ImStrncpy(InputBuf, default_filter, IM_COUNTOF(InputBuf)); Build(); } } @@ -2599,7 +3099,7 @@ bool ImGuiTextFilter::Draw(const char* label, float width) { if (width != 0.0f) ImGui::SetNextItemWidth(width); - bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf)); + bool value_changed = ImGui::InputText(label, InputBuf, IM_COUNTOF(InputBuf)); if (value_changed) Build(); return value_changed; @@ -2626,7 +3126,7 @@ void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector= 0 && new_size >= old_size && new_size >= EndOffset); if (old_size == new_size) return; if (EndOffset == 0 || base[EndOffset - 1] == '\n') - LineOffsets.push_back(EndOffset); + Offsets.push_back(EndOffset); const char* base_end = base + new_size; - for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; ) + for (const char* p = base + old_size; (p = (const char*)ImMemchr(p, '\n', base_end - p)) != 0; ) if (++p < base_end) // Don't push a trailing offset on last \n - LineOffsets.push_back((int)(intptr_t)(p - base)); + Offsets.push_back((int)(intptr_t)(p - base)); EndOffset = ImMax(EndOffset, new_size); } +IM_MSVC_RUNTIME_CHECKS_RESTORE //----------------------------------------------------------------------------- // [SECTION] ImGuiListClipper @@ -2768,57 +3270,9 @@ void ImGuiTextIndex::append(const char* base, int old_size, int new_size) static bool GetSkipItemForListClipping() { ImGuiContext& g = *GImGui; - return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems); + return g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems; } -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -// Legacy helper to calculate coarse clipping of large list of evenly sized items. -// This legacy API is not ideal because it assumes we will return a single contiguous rectangle. -// Prefer using ImGuiListClipper which can returns non-contiguous ranges. -void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (g.LogEnabled) - { - // If logging is active, do not perform any clipping - *out_items_display_start = 0; - *out_items_display_end = items_count; - return; - } - if (GetSkipItemForListClipping()) - { - *out_items_display_start = *out_items_display_end = 0; - return; - } - - // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect - // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly. - ImRect rect = window->ClipRect; - if (g.NavMoveScoringItems) - rect.Add(g.NavScoringNoClipRect); - if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId) - rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel - - const ImVec2 pos = window->DC.CursorPos; - int start = (int)((rect.Min.y - pos.y) / items_height); - int end = (int)((rect.Max.y - pos.y) / items_height); - - // When performing a navigation request, ensure we have one item extra in the direction we are moving to - // FIXME: Verify this works with tabbing - const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); - if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) - start--; - if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) - end++; - - start = ImClamp(start, 0, items_count); - end = ImClamp(end + 1, start, items_count); - *out_items_display_start = start; - *out_items_display_end = end; -} -#endif - static void ImGuiListClipper_SortAndFuseRanges(ImVector& ranges, int offset = 0) { if (ranges.Size - offset <= 1) @@ -2843,7 +3297,7 @@ static void ImGuiListClipper_SortAndFuseRanges(ImVector& } } -static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height) +static void ImGuiListClipper_SeekCursorAndSetupPrevLine(ImGuiListClipper* clipper, float pos_y, float line_height) { // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. @@ -2861,25 +3315,19 @@ static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_ { if (table->IsInsideRow) ImGui::TableEndRow(table); - table->RowPosY2 = window->DC.CursorPos.y; const int row_increase = (int)((off_y / line_height) + 0.5f); - //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow() - table->RowBgColorCounter += row_increase; + if (row_increase > 0 && (clipper->Flags & ImGuiListClipperFlags_NoSetTableRowCounters) == 0) // If your clipper item height is != from actual table row height, consider using ImGuiListClipperFlags_NoSetTableRowCounters. See #8886. + { + table->CurrentRow += row_increase; + table->RowBgColorCounter += row_increase; + } + table->RowPosY2 = window->DC.CursorPos.y; } } -static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n) -{ - // StartPosY starts from ItemsFrozen hence the subtraction - // Perform the add and multiply with double to allow seeking through larger ranges - ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; - float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight); - ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight); -} - ImGuiListClipper::ImGuiListClipper() { - memset(this, 0, sizeof(*this)); + memset((void*)this, 0, sizeof(*this)); } ImGuiListClipper::~ImGuiListClipper() @@ -2889,8 +3337,7 @@ ImGuiListClipper::~ImGuiListClipper() void ImGuiListClipper::Begin(int items_count, float items_height) { - if (Ctx == NULL) - Ctx = ImGui::GetCurrentContext(); + Ctx = ImGui::GetCurrentContext(); ImGuiContext& g = *Ctx; ImGuiWindow* window = g.CurrentWindow; @@ -2913,6 +3360,7 @@ void ImGuiListClipper::Begin(int items_count, float items_height) data->Reset(this); data->LossynessOffset = window->DC.CursorStartPosLossyness.y; TempData = data; + StartSeekOffsetY = data->LossynessOffset; } void ImGuiListClipper::End() @@ -2923,7 +3371,7 @@ void ImGuiListClipper::End() ImGuiContext& g = *Ctx; IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name); if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0) - ImGuiListClipper_SeekCursorForItem(this, ItemsCount); + SeekCursorForItem(ItemsCount); // Restore temporary buffer and fix back pointers which may be invalidated when nesting IM_ASSERT(data->ListClipper == this); @@ -2935,6 +3383,7 @@ void ImGuiListClipper::End() } TempData = NULL; } + DisplayStart = DisplayEnd = ItemsCount; // Clear this so code which may be reused past last Step() won't trip on a non-empty range. ItemsCount = -1; } @@ -2947,6 +3396,17 @@ void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end) data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end)); } +// This is already called while stepping. +// The ONLY reason you may want to call this is if you passed INT_MAX to ImGuiListClipper::Begin() because you couldn't step item count beforehand. +void ImGuiListClipper::SeekCursorForItem(int item_n) +{ + // - Perform the add and multiply with double to allow seeking through larger ranges. + // - StartPosY starts from ItemsFrozen, by adding SeekOffsetY we generally cancel that out (SeekOffsetY == LossynessOffset - ItemsFrozen * ItemsHeight). + // - The reason we store SeekOffsetY instead of inferring it, is because we want to allow user to perform Seek after the last step, where ImGuiListClipperData is already done. + float pos_y = (float)((double)StartPosY + StartSeekOffsetY + (double)item_n * ItemsHeight); + ImGuiListClipper_SeekCursorAndSetupPrevLine(this, pos_y, ItemsHeight); +} + static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) { ImGuiContext& g = *clipper->Ctx; @@ -2994,15 +3454,27 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) if (clipper->ItemsHeight <= 0.0f) { IM_ASSERT(data->StepNo == 1); + bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision((float)clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); + if (affected_by_floating_point_precision) + { + // Mitigation/hack for very large range: assume last time height constitute line height. + clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries. + window->DC.CursorPos.y = (float)(clipper->StartPosY + clipper->ItemsHeight); + } + else + { + clipper->ItemsHeight = (float)(window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart); + } + if (clipper->ItemsHeight == 0.0f && clipper->ItemsCount == INT_MAX) // Accept that no item have been submitted if in indeterminate mode. + return false; + if (clipper->ItemsHeight <= 0.0f) + { + IM_ASSERT_USER_ERROR(clipper->ItemsHeight > 0.0f, "ImGuiListClipper: Failed to calculate item height! First item hasn't been submitted by user code, or has not moved the cursor vertically!"); + return false; + } if (table) IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y); - clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart); - bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); - if (affected_by_floating_point_precision) - clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries. - - IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards. } @@ -3010,6 +3482,9 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) const int already_submitted = clipper->DisplayEnd; if (calc_clipping) { + // Record seek offset, this is so ImGuiListClipper::Seek() can be called after ImGuiListClipperData is done + clipper->StartSeekOffsetY = (double)data->LossynessOffset - data->ItemsFrozen * (double)clipper->ItemsHeight; + if (g.LogEnabled) { // If logging is active, do not perform any clipping @@ -3019,8 +3494,14 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) { // Add range selected to be included for navigation const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + const int nav_off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0; + const int nav_off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0; if (is_nav_request) - data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0)); + { + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringRect.Min.y, g.NavScoringRect.Max.y, nav_off_min, nav_off_max)); + if (!g.NavScoringNoClipRect.IsInverted()) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, nav_off_min, nav_off_max)); + } if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1) data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount)); @@ -3029,10 +3510,26 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) if (g.NavId != 0 && window->NavLastIds[0] == g.NavId) data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0)); - // Add visible range - const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0; - const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0; - data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max)); + float min_y = window->ClipRect.Min.y; + float max_y = window->ClipRect.Max.y; + + // Add box selection range + ImGuiBoxSelectState* bs = &g.BoxSelectState; + if (bs->IsActive && bs->Window == window) + { + // FIXME: Selectable() use of half-ItemSpacing isn't consistent in matter of layout, as ItemAdd(bb) stray above ItemSize()'s CursorPos. + // RangeSelect's BoxSelect relies on comparing overlap of previous and current rectangle and is sensitive to that. + // As a workaround we currently half ItemSpacing worth on each side. + min_y -= g.Style.ItemSpacing.y; + max_y += g.Style.ItemSpacing.y; + + // Box-select on 2D area requires different clipping. + if (bs->UnclipMode) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(bs->UnclipRect.Min.y, bs->UnclipRect.Max.y, 0, 0)); + } + + // Add main visible range + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(min_y, max_y, nav_off_min, nav_off_max)); } // Convert position ranges to item index ranges @@ -3056,18 +3553,18 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) { clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted); clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount); - if (clipper->DisplayStart > already_submitted) //-V1051 - ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart); data->StepNo++; - if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size) + if (clipper->DisplayStart >= clipper->DisplayEnd) continue; + if (clipper->DisplayStart > already_submitted) + clipper->SeekCursorForItem(clipper->DisplayStart); return true; } // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), // Advance the cursor to the end of the list and then returns 'false' to end the loop. if (clipper->ItemsCount < INT_MAX) - ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount); + clipper->SeekCursorForItem(clipper->ItemsCount); return false; } @@ -3077,7 +3574,7 @@ bool ImGuiListClipper::Step() ImGuiContext& g = *Ctx; bool need_items_height = (ItemsHeight <= 0.0f); bool ret = ImGuiListClipper_StepInternal(this); - if (ret && (DisplayStart == DisplayEnd)) + if (ret && (DisplayStart >= DisplayEnd)) ret = false; if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false) IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n"); @@ -3095,6 +3592,13 @@ bool ImGuiListClipper::Step() return ret; } +// Generic helper, equivalent to old ImGui::CalcListClipping() but stateless +void ImGui::CalcClipRectVisibleItemsY(const ImRect& clip_rect, const ImVec2& pos, float items_height, int* out_visible_start, int* out_visible_end) +{ + *out_visible_start = ImMax((int)((clip_rect.Min.y - pos.y) / items_height), 0); + *out_visible_end = ImMax((int)ImCeil((clip_rect.Max.y - pos.y) / items_height), *out_visible_start); +} + //----------------------------------------------------------------------------- // [SECTION] STYLING //----------------------------------------------------------------------------- @@ -3127,13 +3631,14 @@ const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) return style.Colors[idx]; } -ImU32 ImGui::GetColorU32(ImU32 col) +ImU32 ImGui::GetColorU32(ImU32 col, float alpha_mul) { ImGuiStyle& style = GImGui->Style; - if (style.Alpha >= 1.0f) + alpha_mul *= style.Alpha; + if (alpha_mul >= 1.0f) return col; ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; - a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range. + a = (ImU32)(a * alpha_mul); // We don't need to clamp 0..255 because alpha is in 0..1 range. return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); } @@ -3145,7 +3650,8 @@ void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) backup.Col = idx; backup.BackupValue = g.Style.Colors[idx]; g.ColorStack.push_back(backup); - g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); } void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) @@ -3155,7 +3661,8 @@ void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) backup.Col = idx; backup.BackupValue = g.Style.Colors[idx]; g.ColorStack.push_back(backup); - g.Style.Colors[idx] = col; + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = col; } void ImGui::PopStyleColor(int count) @@ -3163,7 +3670,7 @@ void ImGui::PopStyleColor(int count) ImGuiContext& g = *GImGui; if (g.ColorStack.Size < count) { - IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times: stack underflow."); + IM_ASSERT_USER_ERROR(0, "Calling PopStyleColor() too many times!"); count = g.ColorStack.Size; } while (count > 0) @@ -3177,76 +3684,100 @@ void ImGui::PopStyleColor(int count) static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] = { - ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive + ImGuiCol_Text, ImGuiCol_TabHovered, ImGuiCol_Tab, ImGuiCol_TabSelected, ImGuiCol_TabSelectedOverline, ImGuiCol_TabDimmed, ImGuiCol_TabDimmedSelected, ImGuiCol_TabDimmedSelectedOverline, ImGuiCol_UnsavedMarker, }; -static const ImGuiDataVarInfo GStyleVarInfo[] = +static const ImGuiStyleVarInfo GStyleVarsInfo[] = { - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextBorderSize) },// ImGuiStyleVar_SeparatorTextBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DockingSeparatorSize) }, // ImGuiStyleVar_DockingSeparatorSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ScrollbarPadding) }, // ImGuiStyleVar_ScrollbarPadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ImageRounding) }, // ImGuiStyleVar_ImageRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ImageBorderSize) }, // ImGuiStyleVar_ImageBorderSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabMinWidthBase) }, // ImGuiStyleVar_TabMinWidthBase + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabMinWidthShrink) }, // ImGuiStyleVar_TabMinWidthShrink + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBarOverlineSize) }, // ImGuiStyleVar_TabBarOverlineSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TreeLinesSize)}, // ImGuiStyleVar_TreeLinesSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TreeLinesRounding)}, // ImGuiStyleVar_TreeLinesRounding + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorSize)}, // ImGuiStyleVar_SeparatorSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, DockingSeparatorSize) }, // ImGuiStyleVar_DockingSeparatorSize }; -const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx) +const ImGuiStyleVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx) { IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); - IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); - return &GStyleVarInfo[idx]; + IM_STATIC_ASSERT(IM_COUNTOF(GStyleVarsInfo) == ImGuiStyleVar_COUNT); + return &GStyleVarsInfo[idx]; } void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) { ImGuiContext& g = *GImGui; - const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); - if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) - { - float* pvar = (float*)var_info->GetVarPtr(&g.Style); - g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); - *pvar = val; - return; - } - IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!"); + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + IM_ASSERT_USER_ERROR_RET(var_info->DataType == ImGuiDataType_Float && var_info->Count == 1, "Calling PushStyleVar() variant with wrong type!"); + float* pvar = (float*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; +} + +void ImGui::PushStyleVarX(ImGuiStyleVar idx, float val_x) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + IM_ASSERT_USER_ERROR_RET(var_info->DataType == ImGuiDataType_Float && var_info->Count == 2, "Calling PushStyleVar() variant with wrong type!"); + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + pvar->x = val_x; +} + +void ImGui::PushStyleVarY(ImGuiStyleVar idx, float val_y) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + IM_ASSERT_USER_ERROR_RET(var_info->DataType == ImGuiDataType_Float && var_info->Count == 2, "Calling PushStyleVar() variant with wrong type!"); + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + pvar->y = val_y; } void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) { ImGuiContext& g = *GImGui; - const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); - if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2) - { - ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); - g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); - *pvar = val; - return; - } - IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!"); + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + IM_ASSERT_USER_ERROR_RET(var_info->DataType == ImGuiDataType_Float && var_info->Count == 2, "Calling PushStyleVar() variant with wrong type!"); + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; } void ImGui::PopStyleVar(int count) @@ -3254,17 +3785,17 @@ void ImGui::PopStyleVar(int count) ImGuiContext& g = *GImGui; if (g.StyleVarStack.Size < count) { - IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times: stack underflow."); + IM_ASSERT_USER_ERROR(0, "Calling PopStyleVar() too many times!"); count = g.StyleVarStack.Size; } while (count > 0) { // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. ImGuiStyleMod& backup = g.StyleVarStack.back(); - const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx); - void* data = info->GetVarPtr(&g.Style); - if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } - else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(backup.VarIdx); + void* data = var_info->GetVarPtr(&g.Style); + if (var_info->DataType == ImGuiDataType_Float && var_info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } + else if (var_info->DataType == ImGuiDataType_Float && var_info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } g.StyleVarStack.pop_back(); count--; } @@ -3308,11 +3839,14 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx) case ImGuiCol_ResizeGrip: return "ResizeGrip"; case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; - case ImGuiCol_Tab: return "Tab"; + case ImGuiCol_InputTextCursor: return "InputTextCursor"; case ImGuiCol_TabHovered: return "TabHovered"; - case ImGuiCol_TabActive: return "TabActive"; - case ImGuiCol_TabUnfocused: return "TabUnfocused"; - case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive"; + case ImGuiCol_Tab: return "Tab"; + case ImGuiCol_TabSelected: return "TabSelected"; + case ImGuiCol_TabSelectedOverline: return "TabSelectedOverline"; + case ImGuiCol_TabDimmed: return "TabDimmed"; + case ImGuiCol_TabDimmedSelected: return "TabDimmedSelected"; + case ImGuiCol_TabDimmedSelectedOverline: return "TabDimmedSelectedOverline"; case ImGuiCol_DockingPreview: return "DockingPreview"; case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg"; case ImGuiCol_PlotLines: return "PlotLines"; @@ -3324,9 +3858,13 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx) case ImGuiCol_TableBorderLight: return "TableBorderLight"; case ImGuiCol_TableRowBg: return "TableRowBg"; case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt"; + case ImGuiCol_TextLink: return "TextLink"; case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; + case ImGuiCol_TreeLines: return "TreeLines"; case ImGuiCol_DragDropTarget: return "DragDropTarget"; - case ImGuiCol_NavHighlight: return "NavHighlight"; + case ImGuiCol_DragDropTargetBg: return "DragDropTargetBg"; + case ImGuiCol_UnsavedMarker: return "UnsavedMarker"; + case ImGuiCol_NavCursor: return "NavCursor"; case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; @@ -3335,7 +3873,6 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx) return "Unknown"; } - //----------------------------------------------------------------------------- // [SECTION] RENDER HELPERS // Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change, @@ -3370,7 +3907,7 @@ void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool else { if (!text_end) - text_end = text + strlen(text); // FIXME-OPT + text_end = text + ImStrlen(text); // FIXME-OPT text_display_end = text_end; } @@ -3388,7 +3925,7 @@ void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end ImGuiWindow* window = g.CurrentWindow; if (!text_end) - text_end = text + strlen(text); // FIXME-OPT + text_end = text + ImStrlen(text); // FIXME-OPT if (text != text_end) { @@ -3400,7 +3937,7 @@ void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end // Default clip_rect uses (pos_min,pos_max) // Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) -// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList. +// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especially for text above draw_list->DrawList. // Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take // better advantage of the render function taking size into account for coarse clipping. void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) @@ -3447,18 +3984,19 @@ void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, cons } // Another overly complex function until we reorganize everything into a nice all-in-one helper. -// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. +// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) from 'ellipsis_max_x' which may be beyond it. // This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. -void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) +// (BREAKING) On 2025/04/16 we removed the 'float clip_max_x' parameters which was preceding 'float ellipsis_max' and was the same value for 99% of users. +void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) { ImGuiContext& g = *GImGui; if (text_end_full == NULL) text_end_full = FindRenderedTextEnd(text); const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); - //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255)); - //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255)); - //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255)); + //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 6), IM_COL32(0, 0, 255, 255)); + //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y - 2), ImVec2(ellipsis_max_x, pos_max.y + 3), IM_COL32(0, 255, 0, 255)); + // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. if (text_size.x > pos_max.x - pos_min.x) { @@ -3467,38 +4005,26 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con // min max ellipsis_max // <-> this is generally some padding value - const ImFont* font = draw_list->_Data->Font; + ImFont* font = draw_list->_Data->Font; const float font_size = draw_list->_Data->FontSize; - const float font_scale = font_size / font->FontSize; + const float font_scale = draw_list->_Data->FontScale; const char* text_end_ellipsis = NULL; - const float ellipsis_width = font->EllipsisWidth * font_scale; + ImFontBaked* baked = font->GetFontBaked(font_size); + const float ellipsis_width = baked->GetCharAdvance(font->EllipsisChar) * font_scale; // We can now claim the space between pos_max.x and ellipsis_max.x const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f); - float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; - if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) - { - // Always display at least 1 character if there's no room for character + ellipsis - text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); - text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; - } - while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) - { - // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text) - text_end_ellipsis--; - text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte - } + const float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; // Render text, render ellipsis - RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); - ImVec2 ellipsis_pos = ImFloor(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y)); - if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x) - for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale) - font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar); + RenderTextClippedEx(draw_list, pos_min, pos_max, text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); + ImVec4 cpu_fine_clip_rect(pos_min.x, pos_min.y, pos_max.x, pos_max.y); + ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y)); + font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar, &cpu_fine_clip_rect); } else { - RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); + RenderTextClippedEx(draw_list, pos_min, pos_max, text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); } if (g.LogEnabled) @@ -3506,13 +4032,13 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con } // Render a rectangle shaped with optional rounding and borders -void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding) +void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders, float rounding) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); const float border_size = g.Style.FrameBorderSize; - if (border && border_size > 0.0f) + if (borders && border_size > 0.0f) { window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); @@ -3531,61 +4057,83 @@ void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) } } -void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags) +void ImGui::RenderColorComponentMarker(const ImRect& bb, ImU32 col, float rounding) +{ + if (bb.Min.x + 1 >= bb.Max.x) + return; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + RenderRectFilledInRangeH(window->DrawList, bb, col, bb.Min.x, ImMin(bb.Min.x + g.Style.ColorMarkerSize, bb.Max.x), rounding); +} + +void ImGui::RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags) { ImGuiContext& g = *GImGui; if (id != g.NavId) return; - if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw)) + if (!g.NavCursorVisible && !(flags & ImGuiNavRenderCursorFlags_AlwaysDraw)) return; + if (id == g.LastItemData.ID && (g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav)) + return; + + // We don't early out on 'window->Flags & ImGuiWindowFlags_NoNavInputs' because it would be inconsistent with + // other code directly checking NavCursorVisible. Instead we aim for NavCursorVisible to always be false. ImGuiWindow* window = g.CurrentWindow; if (window->DC.NavHideHighlightOneFrame) return; - float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; + float rounding = (flags & ImGuiNavRenderCursorFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; ImRect display_rect = bb; display_rect.ClipWith(window->ClipRect); - if (flags & ImGuiNavHighlightFlags_TypeDefault) + const float thickness = 2.0f; + if (flags & ImGuiNavRenderCursorFlags_Compact) { - const float THICKNESS = 2.0f; - const float DISTANCE = 3.0f + THICKNESS * 0.5f; - display_rect.Expand(ImVec2(DISTANCE, DISTANCE)); + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness); + } + else + { + const float distance = 3.0f + thickness * 0.5f; + display_rect.Expand(ImVec2(distance, distance)); bool fully_visible = window->ClipRect.Contains(display_rect); if (!fully_visible) window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); - window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS); + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness); if (!fully_visible) window->DrawList->PopClipRect(); } - if (flags & ImGuiNavHighlightFlags_TypeThin) - { - window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f); - } } void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) { ImGuiContext& g = *GImGui; - IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); - ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas; + if (mouse_cursor <= ImGuiMouseCursor_None || mouse_cursor >= ImGuiMouseCursor_COUNT) // We intentionally accept out of bound values. + mouse_cursor = ImGuiMouseCursor_Arrow; + ImFontAtlas* font_atlas = g.DrawListSharedData.FontAtlas; for (ImGuiViewportP* viewport : g.Viewports) { // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor. ImVec2 offset, size, uv[4]; - if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) + if (!ImFontAtlasGetMouseCursorTexData(font_atlas, mouse_cursor, &offset, &size, &uv[0], &uv[2])) continue; const ImVec2 pos = base_pos - offset; const float scale = base_scale * viewport->DpiScale; if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) continue; ImDrawList* draw_list = GetForegroundDrawList(viewport); - ImTextureID tex_id = font_atlas->TexID; - draw_list->PushTextureID(tex_id); - draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); - draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); - draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); - draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); - draw_list->PopTextureID(); + ImTextureRef tex_ref = font_atlas->TexRef; + draw_list->PushTexture(tex_ref); + draw_list->AddImage(tex_ref, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_ref, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_ref, pos, pos + size * scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_ref, pos, pos + size * scale, uv[0], uv[1], col_fill); + if (mouse_cursor == ImGuiMouseCursor_Wait || mouse_cursor == ImGuiMouseCursor_Progress) + { + float a_min = ImFmod((float)g.Time * 5.0f, 2.0f * IM_PI); + float a_max = a_min + IM_PI * 1.65f; + draw_list->PathArcTo(pos + ImVec2(14, -1) * scale, 6.0f * scale, a_min, a_max); + draw_list->PathStroke(col_fill, ImDrawFlags_None, 3.0f * scale); + } + draw_list->PopTexture(); } } @@ -3646,7 +4194,7 @@ void ImGui::DestroyContext(ImGuiContext* ctx) IM_DELETE(ctx); } -// IMPORTANT: ###xxx suffixes must be same in ALL languages +// IMPORTANT: interactive elements requires a fixed ###xxx suffix, it must be same in ALL languages to allow for automation. static const ImGuiLocEntry GLocalizationEntriesEnUS[] = { { ImGuiLocKey_VersionStr, "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" }, @@ -3657,10 +4205,259 @@ static const ImGuiLocEntry GLocalizationEntriesEnUS[] = { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)" }, { ImGuiLocKey_WindowingPopup, "(Popup)" }, { ImGuiLocKey_WindowingUntitled, "(Untitled)" }, - { ImGuiLocKey_DockingHideTabBar, "Hide tab bar###HideTabBar" }, - { ImGuiLocKey_DockingHoldShiftToDock, "Hold SHIFT to enable Docking window."}, + { ImGuiLocKey_OpenLink_s, "Open '%s'" }, + { ImGuiLocKey_CopyLink, "Copy Link###CopyLink" }, + { ImGuiLocKey_DockingHideTabBar, "Hide tab bar###HideTabBar" }, + { ImGuiLocKey_DockingHoldShiftToDock, "Hold SHIFT to enable Docking window." }, + { ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node." }, }; +ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) +{ + IO.Ctx = this; + InputTextState.Ctx = this; + + Initialized = false; + WithinFrameScope = WithinFrameScopeWithImplicitWindow = false; + TestEngineHookItems = false; + FrameCount = 0; + FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1; + Time = 0.0f; + memset(ContextName, 0, sizeof(ContextName)); + ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None; + + Font = NULL; + FontBaked = NULL; + FontSize = FontSizeBase = FontBakedScale = CurrentDpiScale = 0.0f; + FontRasterizerDensity = 1.0f; + IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); + if (shared_font_atlas == NULL) + IO.Fonts->OwnerContext = this; + WithinEndChildID = WithinEndPopupID = 0; + TestEngine = NULL; + + InputEventsNextMouseSource = ImGuiMouseSource_Mouse; + InputEventsNextEventId = 1; + + WindowsActiveCount = 0; + WindowsBorderHoverPadding = 0.0f; + CurrentWindow = NULL; + HoveredWindow = NULL; + HoveredWindowUnderMovingWindow = NULL; + HoveredWindowBeforeClear = NULL; + MovingWindow = NULL; + WheelingWindow = NULL; + WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1; + WheelingWindowReleaseTimer = 0.0f; + + DebugDrawIdConflictsId = 0; + DebugHookIdInfoId = 0; + HoveredId = HoveredIdPreviousFrame = 0; + HoveredIdPreviousFrameItemCount = 0; + HoveredIdAllowOverlap = false; + HoveredIdIsDisabled = false; + HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; + ItemUnclipByLog = false; + ActiveId = 0; + ActiveIdIsAlive = 0; + ActiveIdTimer = 0.0f; + ActiveIdIsJustActivated = false; + ActiveIdAllowOverlap = false; + ActiveIdNoClearOnFocusLoss = false; + ActiveIdHasBeenPressedBefore = false; + ActiveIdHasBeenEditedBefore = false; + ActiveIdHasBeenEditedThisFrame = false; + ActiveIdFromShortcut = false; + ActiveIdClickOffset = ImVec2(-1, -1); + ActiveIdSource = ImGuiInputSource_None; + ActiveIdWindow = NULL; + ActiveIdMouseButton = -1; + ActiveIdDisabledId = 0; + ActiveIdPreviousFrame = 0; + memset(&DeactivatedItemData, 0, sizeof(DeactivatedItemData)); + memset(&ActiveIdValueOnActivation, 0, sizeof(ActiveIdValueOnActivation)); + LastActiveId = 0; + LastActiveIdTimer = 0.0f; + + LastKeyboardKeyPressTime = LastKeyModsChangeTime = LastKeyModsChangeFromNoneTime = -1.0; + + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingAllKeyboardKeys = false; + + CurrentFocusScopeId = 0; + CurrentItemFlags = ImGuiItemFlags_None; + DebugShowGroupRects = false; + GcCompactAll = false; + + CurrentViewport = NULL; + MouseViewport = MouseLastHoveredViewport = NULL; + PlatformLastFocusedViewportId = 0; + ViewportCreatedCount = PlatformWindowsCreatedCount = 0; + ViewportFocusedStampCount = 0; + + NavCursorVisible = false; + NavHighlightItemUnderNav = false; + NavMousePosDirty = false; + NavIdIsAlive = false; + NavId = 0; + NavWindow = NULL; + NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0; + NavLayer = ImGuiNavLayer_Main; + NavIdItemFlags = ImGuiItemFlags_None; + NavOpenContextMenuItemId = NavOpenContextMenuWindowId = 0; + NavNextActivateId = 0; + NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; + NavHighlightActivatedId = 0; + NavHighlightActivatedTimer = 0.0f; + NavInputSource = ImGuiInputSource_Keyboard; + NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + NavCursorHideFrames = 0; + + NavAnyRequest = false; + NavInitRequest = false; + NavInitRequestFromMove = false; + NavMoveSubmitted = false; + NavMoveScoringItems = false; + NavMoveForwardToNextFrame = false; + NavMoveFlags = ImGuiNavMoveFlags_None; + NavMoveScrollFlags = ImGuiScrollFlags_None; + NavMoveKeyMods = ImGuiMod_None; + NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; + NavScoringDebugCount = 0; + NavTabbingDir = 0; + NavTabbingCounter = 0; + + NavJustMovedFromFocusScopeId = NavJustMovedToId = NavJustMovedToFocusScopeId = 0; + NavJustMovedToKeyMods = ImGuiMod_None; + NavJustMovedToIsTabbing = false; + NavJustMovedToHasSelectionData = false; + + // All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac... + // FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this.. + ConfigNavEnableTabbing = true; + ConfigNavWindowingWithGamepad = true; + ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab); + ConfigNavWindowingKeyPrev = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab); + NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; + NavWindowingInputSource = ImGuiInputSource_None; + NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; + NavWindowingToggleLayer = false; + NavWindowingToggleKey = ImGuiKey_None; + + DimBgRatio = 0.0f; + + DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; + DragDropSourceFlags = ImGuiDragDropFlags_None; + DragDropSourceFrameCount = -1; + DragDropMouseButton = -1; + DragDropTargetId = 0; + DragDropTargetFullViewport = 0; + DragDropAcceptFlagsCurr = DragDropAcceptFlagsPrev = ImGuiDragDropFlags_None; + DragDropAcceptIdCurrRectSurface = 0.0f; + DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; + DragDropAcceptFrameCount = -1; + DragDropHoldJustPressedId = 0; + memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); + + ClipperTempDataStacked = 0; + + CurrentTable = NULL; + TablesTempDataStacked = 0; + CurrentTabBar = NULL; + CurrentMultiSelect = NULL; + MultiSelectTempDataStacked = 0; + + HoverItemDelayId = HoverItemDelayIdPreviousFrame = HoverItemUnlockedStationaryId = HoverWindowUnlockedStationaryId = 0; + HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f; + + MouseCursor = ImGuiMouseCursor_Arrow; + MouseStationaryTimer = 0.0f; + + InputTextPasswordFontBackupFlags = ImFontFlags_None; + InputTextReactivateId = 0; + TempInputId = 0; + memset(&DataTypeZeroValue, 0, sizeof(DataTypeZeroValue)); + BeginMenuDepth = BeginComboDepth = 0; + ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; + ColorEditCurrentID = ColorEditSavedID = 0; + ColorEditSavedHue = ColorEditSavedSat = 0.0f; + ColorEditSavedColor = 0; + WindowResizeRelativeMode = false; + ScrollbarSeekMode = 0; + ScrollbarClickDeltaToGrabCenter = 0.0f; + SliderGrabClickOffset = 0.0f; + SliderCurrentAccum = 0.0f; + SliderCurrentAccumDirty = false; + DragCurrentAccumDirty = false; + DragCurrentAccum = 0.0f; + DragSpeedDefaultRatio = 1.0f / 100.0f; + DisabledAlphaBackup = 0.0f; + DisabledStackSize = 0; + TooltipOverrideCount = 0; + TooltipPreviousWindow = NULL; + + PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); + PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission + + DockNodeWindowMenuHandler = NULL; + + SettingsLoaded = false; + SettingsDirtyTimer = 0.0f; + HookIdNext = 0; + DemoMarkerCallback = NULL; + + memset(LocalizationTable, 0, sizeof(LocalizationTable)); + + LogEnabled = false; + LogLineFirstItem = false; + LogFlags = ImGuiLogFlags_None; + LogWindow = NULL; + LogNextPrefix = LogNextSuffix = NULL; + LogFile = NULL; + LogLinePosY = FLT_MAX; + LogDepthRef = 0; + LogDepthToExpand = LogDepthToExpandDefault = 2; + + ErrorCallback = NULL; + ErrorCallbackUserData = NULL; + ErrorFirst = true; + ErrorCountCurrentFrame = 0; + StackSizesInBeginForCurrentWindow = NULL; + + DebugDrawIdConflictsCount = 0; + DebugLogFlags = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_OutputToTTY; + DebugLocateId = 0; + DebugLogSkippedErrors = 0; + DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; + DebugLogAutoDisableFrames = 0; + DebugLocateFrames = 0; + DebugBeginReturnValueCullDepth = -1; + DebugItemPickerActive = false; + DebugItemPickerMouseButton = ImGuiMouseButton_Left; + DebugItemPickerBreakId = 0; + DebugFlashStyleColorTime = 0.0f; + DebugFlashStyleColorIdx = ImGuiCol_COUNT; + DebugHoveredDockNode = NULL; + + // Same as DebugBreakClearData(). Those fields are scattered in their respective subsystem to stay in hot-data locations + DebugBreakInWindow = 0; + DebugBreakInTable = 0; + DebugBreakInLocateId = false; + DebugBreakKeyChord = ImGuiKey_Pause; + DebugBreakInShortcutRouting = ImGuiKey_None; + + memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); + FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; + FramerateSecPerFrameAccum = 0.0f; + WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; + memset(TempKeychordName, 0, sizeof(TempKeychordName)); +} + +ImGuiContext::~ImGuiContext() +{ + IM_ASSERT(Initialized == false && "Forgot to call DestroyContext()?"); +} + void ImGui::Initialize() { ImGuiContext& g = *GImGui; @@ -3681,13 +4478,13 @@ void ImGui::Initialize() TableSettingsAddSettingsHandler(); // Setup default localization table - LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS)); + LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_COUNTOF(GLocalizationEntriesEnUS)); - // Setup default platform clipboard/IME handlers. - g.IO.GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations - g.IO.SetClipboardTextFn = SetClipboardTextFn_DefaultImpl; - g.IO.ClipboardUserData = (void*)&g; // Default implementation use the ImGuiContext as user data (ideally those would be arguments to the function) - g.IO.SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl; + // Setup default ImGuiPlatformIO clipboard/IME handlers. + g.PlatformIO.Platform_GetClipboardTextFn = Platform_GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations + g.PlatformIO.Platform_SetClipboardTextFn = Platform_SetClipboardTextFn_DefaultImpl; + g.PlatformIO.Platform_OpenInShellFn = Platform_OpenInShellFn_DefaultImpl; + g.PlatformIO.Platform_SetImeDataFn = Platform_SetImeDataFn_DefaultImpl; // Create default viewport ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); @@ -3700,25 +4497,56 @@ void ImGui::Initialize() g.ViewportCreatedCount++; g.PlatformIO.Viewports.push_back(g.Viewports[0]); + // Build KeysMayBeCharInput[] lookup table (1 bit per named key) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9) + || key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period + || key == ImGuiKey_Slash || key == ImGuiKey_Semicolon || key == ImGuiKey_Equal || key == ImGuiKey_LeftBracket || key == ImGuiKey_RightBracket || key == ImGuiKey_GraveAccent + || key == ImGuiKey_KeypadDecimal || key == ImGuiKey_KeypadDivide || key == ImGuiKey_KeypadMultiply || key == ImGuiKey_KeypadSubtract || key == ImGuiKey_KeypadAdd || key == ImGuiKey_KeypadEqual) + g.KeysMayBeCharInput.SetBit(key); + #ifdef IMGUI_HAS_DOCK // Initialize Docking DockContextInitialize(&g); #endif + // Print a debug message when running with debug feature IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS because it is very slow. + // DO NOT COMMENT OUT THIS MESSAGE. IT IS DESIGNED TO REMIND YOU THAT IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS SHOULD ONLY BE TEMPORARILY ENABLED. +#ifdef IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS + DebugLog("IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS is enabled.\nMust disable after use! Otherwise Dear ImGui will run slower.\n"); +#endif + + // ImDrawList/ImFontAtlas are designed to function without ImGui, and 99% of it works without an ImGui context. + // But this link allows us to facilitate/handle a few edge cases better. + ImFontAtlas* atlas = g.IO.Fonts; + g.DrawListSharedData.Context = &g; + RegisterFontAtlas(atlas); + g.Initialized = true; } // This function is merely here to free heap allocations. void ImGui::Shutdown() { - // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) ImGuiContext& g = *GImGui; - if (g.IO.Fonts && g.FontAtlasOwnedByContext) + IM_ASSERT_USER_ERROR(g.IO.BackendPlatformUserData == NULL, "Forgot to shutdown Platform backend?"); + IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?"); + for (ImGuiViewportP* viewport : g.Viewports) { - g.IO.Fonts->Locked = false; - IM_DELETE(g.IO.Fonts); + IM_UNUSED(viewport); + IM_ASSERT_USER_ERROR(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL, "Backend or app forgot to call DestroyPlatformWindows()?"); + } + + // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) + for (ImFontAtlas* atlas : g.FontAtlases) + { + UnregisterFontAtlas(atlas); + if (atlas->RefCount == 0) + { + atlas->Locked = false; + IM_DELETE(atlas); + } } - g.IO.Fonts = NULL; g.DrawListSharedData.TempBuffer.clear(); // Cleanup of other data are conditional on actually having initialized Dear ImGui. @@ -3729,9 +4557,6 @@ void ImGui::Shutdown() if (g.SettingsLoaded && g.IO.IniFilename != NULL) SaveIniSettingsToDisk(g.IO.IniFilename); - // Destroy platform windows - DestroyPlatformWindows(); - // Shutdown extensions DockContextShutdown(&g); @@ -3746,7 +4571,7 @@ void ImGui::Shutdown() g.WindowsById.Clear(); g.NavWindow = NULL; g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; - g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; + g.ActiveIdWindow = NULL; g.MovingWindow = NULL; g.KeysRoutingTable.Clear(); @@ -3756,7 +4581,7 @@ void ImGui::Shutdown() g.FontStack.clear(); g.OpenPopupStack.clear(); g.BeginPopupStack.clear(); - g.NavTreeNodeStack.clear(); + g.TreeNodeStack.clear(); g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL; g.Viewports.clear_delete(); @@ -3771,9 +4596,13 @@ void ImGui::Shutdown() g.TablesTempData.clear_destruct(); g.DrawChannelsTempMergeBuffer.clear(); + g.MultiSelectStorage.Clear(); + g.MultiSelectTempData.clear_destruct(); + g.ClipboardHandlerData.clear(); g.MenusIdSubmittedThisFrame.clear(); g.InputTextState.ClearFreeMemory(); + g.InputTextLineIndex.clear(); g.InputTextDeactivatedState.ClearFreeMemory(); g.SettingsWindows.clear(); @@ -3794,6 +4623,13 @@ void ImGui::Shutdown() g.Initialized = false; } +// When using multiple context it can be helpful to give name a name. +// (A) Will be visible in debugger, (B) Will be included in all IMGUI_DEBUG_LOG() calls, (C) Should be <= 15 characters long. +void ImGui::SetContextName(ImGuiContext* ctx, const char* name) +{ + ImStrncpy(ctx->ContextName, name, IM_COUNTOF(ctx->ContextName)); +} + // No specific ordering/dependency support, will see as needed ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook) { @@ -3824,7 +4660,6 @@ void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) hook.Callback(&g, &hook); } - //----------------------------------------------------------------------------- // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) //----------------------------------------------------------------------------- @@ -3832,10 +4667,10 @@ void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) // ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL) { - memset(this, 0, sizeof(*this)); + memset((void*)this, 0, sizeof(*this)); Ctx = ctx; Name = ImStrdup(name); - NameBufLen = (int)strlen(name) + 1; + NameBufLen = (int)ImStrlen(name) + 1; ID = ImHashStr(name); IDStack.push_back(ID); ViewportAllowPlatformMonitorExtend = -1; @@ -3844,19 +4679,20 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NUL TabId = GetID("#TAB"); ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); - AutoFitFramesX = AutoFitFramesY = -1; AutoPosLastDirection = ImGuiDir_None; + AutoFitFramesX = AutoFitFramesY = -1; SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0; SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); LastFrameActive = -1; LastFrameJustFocused = -1; LastTimeActive = -1.0f; - FontWindowScale = FontDpiScale = 1.0f; + FontRefSize = 0.0f; + FontWindowScale = FontWindowScaleParents = 1.0f; SettingsOffset = -1; DockOrder = -1; DrawList = &DrawListInst; - DrawList->_Data = &Ctx->DrawListSharedData; DrawList->_OwnerName = Name; + DrawList->_SetDrawListSharedData(&Ctx->DrawListSharedData); NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX); IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass(); } @@ -3868,53 +4704,23 @@ ImGuiWindow::~ImGuiWindow() ColumnsStorage.clear_destruct(); } -ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) -{ - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); - ImGuiContext& g = *Ctx; - if (g.DebugHookIdInfo == id) - ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); - return id; -} - -ImGuiID ImGuiWindow::GetID(const void* ptr) -{ - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); - ImGuiContext& g = *Ctx; - if (g.DebugHookIdInfo == id) - ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); - return id; -} - -ImGuiID ImGuiWindow::GetID(int n) -{ - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashData(&n, sizeof(n), seed); - ImGuiContext& g = *Ctx; - if (g.DebugHookIdInfo == id) - ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); - return id; -} - -// This is only used in rare/specific situations to manufacture an ID out of nowhere. -ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) -{ - ImGuiID seed = IDStack.back(); - ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs); - ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); - return id; -} - static void SetCurrentWindow(ImGuiWindow* window) { ImGuiContext& g = *GImGui; g.CurrentWindow = window; + g.StackSizesInBeginForCurrentWindow = g.CurrentWindow ? &g.CurrentWindowStack.back().StackSizesInBegin : NULL; g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; if (window) { - g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) + { + ImGuiViewport* viewport = window->Viewport; + g.FontRasterizerDensity = (viewport->FramebufferScale.x != 0.0f) ? viewport->FramebufferScale.x : g.IO.DisplayFramebufferScale.x; // == SetFontRasterizerDensity() + } + const bool backup_skip_items = window->SkipItems; + window->SkipItems = false; + ImGui::UpdateCurrentFontSize(0.0f); + window->SkipItems = backup_skip_items; ImGui::NavUpdateCurrentWindowIsScrollPushableX(); } } @@ -3924,18 +4730,24 @@ void ImGui::GcCompactTransientMiscBuffers() ImGuiContext& g = *GImGui; g.ItemFlagsStack.clear(); g.GroupStack.clear(); + g.InputTextLineIndex.clear(); + g.MultiSelectTempDataStacked = 0; + g.MultiSelectTempData.clear_destruct(); TableGcCompactSettings(); + for (ImFontAtlas* atlas : g.FontAtlases) + atlas->CompactCache(); } // Free up/compact internal window buffers, we can use this when a window becomes unused. // Not freed: // - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data) // This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. +// FIXME: Consider exposing of elaborating GC policy, e.g. being able to trim excessive ImDrawList gaps. (#9303) void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) { window->MemoryCompacted = true; - window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity; - window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity; + window->MemoryDrawListIdxCapacity = ImMin((int)(window->DrawList->IdxBuffer.Size * 1.05f), window->DrawList->IdxBuffer.Capacity); + window->MemoryDrawListVtxCapacity = ImMin((int)(window->DrawList->VtxBuffer.Size * 1.05f), window->DrawList->VtxBuffer.Capacity); window->IDStack.clear(); window->DrawList->_ClearFreeMemory(); window->DC.ChildWindows.clear(); @@ -3960,20 +4772,27 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) // Clear previous active id if (g.ActiveId != 0) { + // Store deactivate data + ImGuiDeactivatedItemData* deactivated_data = &g.DeactivatedItemData; + deactivated_data->ID = g.ActiveId; + deactivated_data->ElapseFrame = (g.LastItemData.ID == g.ActiveId) ? g.FrameCount : g.FrameCount + 1; // FIXME: OK to use LastItemData? + deactivated_data->HasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; + deactivated_data->IsAlive = (g.ActiveIdIsAlive == g.ActiveId); + + // This could be written in a more general way (e.g associate a hook to ActiveId), + // but since this is currently quite an exception we'll leave it as is. + // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveID() + if (g.InputTextState.ID == g.ActiveId) + InputTextDeactivateHook(g.ActiveId); + // While most behaved code would make an effort to not steal active id during window move/drag operations, // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that. if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId) { IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n"); - g.MovingWindow = NULL; + StopMouseMovingWindow(); } - - // This could be written in a more general way (e.g associate a hook to ActiveId), - // but since this is currently quite an exception we'll leave it as is. - // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId() - if (g.InputTextState.ID == g.ActiveId) - InputTextDeactivateHook(g.ActiveId); } // Set active id @@ -3996,6 +4815,8 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) g.ActiveIdNoClearOnFocusLoss = false; g.ActiveIdWindow = window; g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdFromShortcut = false; + g.ActiveIdDisabledId = 0; if (id) { g.ActiveIdIsAlive = id; @@ -4007,9 +4828,6 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) g.ActiveIdUsingNavDirMask = 0x00; g.ActiveIdUsingAllKeyboardKeys = false; -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - g.ActiveIdUsingNavInputMask = 0x00; -#endif } void ImGui::ClearActiveID() @@ -4032,33 +4850,26 @@ ImGuiID ImGui::GetHoveredID() return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; } -// This is called by ItemAdd(). -// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID(). -void ImGui::KeepAliveID(ImGuiID id) -{ - ImGuiContext& g = *GImGui; - if (g.ActiveId == id) - g.ActiveIdIsAlive = id; - if (g.ActiveIdPreviousFrame == id) - g.ActiveIdPreviousFrameIsAlive = true; -} - void ImGui::MarkItemEdited(ImGuiID id) { - // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit(). + // This marking is to be able to provide info for IsItemDeactivatedAfterEdit(). // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data. ImGuiContext& g = *GImGui; - if (g.LockMarkEdited > 0) + if (g.LastItemData.ItemFlags & ImGuiItemFlags_NoMarkEdited) return; if (g.ActiveId == id || g.ActiveId == 0) { + // FIXME: Can't we fully rely on LastItemData yet? g.ActiveIdHasBeenEditedThisFrame = true; g.ActiveIdHasBeenEditedBefore = true; + if (g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.HasBeenEditedBefore = true; } // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343) // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714) - IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id); + // FIXME: This assert is getting a bit meaningless over time. It helped detect some unusual use cases but eventually it is becoming an unnecessary restriction. + IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id || g.NavJustMovedToId || (g.CurrentMultiSelect != NULL && g.BoxSelectState.IsActive)); //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; @@ -4098,13 +4909,21 @@ bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flag static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags) { ImGuiContext& g = *GImGui; - if (flags & ImGuiHoveredFlags_DelayShort) - return g.Style.HoverDelayShort; if (flags & ImGuiHoveredFlags_DelayNormal) return g.Style.HoverDelayNormal; + if (flags & ImGuiHoveredFlags_DelayShort) + return g.Style.HoverDelayShort; return 0.0f; } +static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags) +{ + // Allow instance flags to override shared flags + if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal)) + shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal); + return user_flags | shared_flags; +} + // This is roughly matching the behavior of internal-facing ItemHoverable() // - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() // - this should work even for non-interactive items that have no ID, so we cannot use LastItemId @@ -4112,17 +4931,17 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0 && "Invalid flags for IsItemHovered()!"); + IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0, "Invalid flags for IsItemHovered()!"); - if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride)) + if (g.NavHighlightItemUnderNav && g.NavCursorVisible && !(flags & ImGuiHoveredFlags_NoNavOverride)) { - if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) - return false; if (!IsItemFocused()) return false; + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; if (flags & ImGuiHoveredFlags_ForTooltip) - flags |= g.Style.HoverFlagsForTooltipNav; + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav); } else { @@ -4132,9 +4951,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) return false; if (flags & ImGuiHoveredFlags_ForTooltip) - flags |= g.Style.HoverFlagsForTooltipMouse; - - IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0); // Flags not supported by this function + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); // Done with rectangle culling so we can perform heavier checks now // Test if we are hovering the right window (our window could be behind another window) @@ -4149,17 +4966,29 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) // Test if another item is active (e.g. being dragged) const ImGuiID id = g.LastItemData.ID; if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) - if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) - if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId) + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap && !g.ActiveIdFromShortcut) + { + // When ActiveId == MoveId it means that either: + // - (1) user clicked on void _or_ an item with no id, which triggers moving window (ActiveId is set even when window has _NoMove flag) + // - the (id == 0) test handles it, however, IsItemHovered() will leak between id==0 items (mostly visible when using _NoMove). // FIXME: May be fixed. + // - (2) user clicked a disabled item. UpdateMouseMovingWindowEndFrame() uses ActiveId == MoveId to avoid interference with item logic + sets ActiveIdDisabledId. + bool cancel_is_hovered = true; + if (g.ActiveId == window->MoveId && (id == 0 || g.ActiveIdDisabledId == id)) + cancel_is_hovered = false; + // When ActiveId == TabId it means user clicked docking tab for the window. + if (g.ActiveId == window->TabId) + cancel_is_hovered = false; + if (cancel_is_hovered) return false; + } // Test if interactions on this window are blocked by an active popup or modal. // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. - if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck)) + if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_NoWindowHoverableCheck)) return false; // Test if the item is disabled - if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) return false; // Special handling for calling after Begin() which represent the title bar or tab. @@ -4169,7 +4998,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) return false; // Test if using AllowOverlap and overlapped - if ((g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap) && id != 0) + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap) && id != 0) if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0) if (g.HoveredIdPreviousFrame != g.LastItemData.ID) return false; @@ -4180,7 +5009,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) const float delay = CalcDelayFromHoveredFlags(flags); if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary)) { - ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect); + ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromPos(g.LastItemData.Rect.Min); if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id)) g.HoverItemDelayTimer = 0.0f; g.HoverItemDelayId = hover_delay_id; @@ -4198,16 +5027,29 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) return true; } -// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered(). +// Internal facing ItemHoverable() used when submitting widgets. THIS IS A SUBMISSION NOT A HOVER CHECK. +// Returns whether the item was hovered, logic differs slightly from IsItemHovered(). // (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call) // FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28. // If you used this in your legacy/custom widgets code: -// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.InFlags'. +// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.ItemFlags'. // - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable. bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + + // Detect ID conflicts + // (this is specifically done here by comparing on hover because it allows us a detection of duplicates that is algorithmically extra cheap, 1 u32 compare per item. No O(log N) lookup whatsoever) +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0 && g.HoveredIdPreviousFrame == id && (item_flags & ImGuiItemFlags_AllowDuplicateId) == 0) + { + g.HoveredIdPreviousFrameItemCount++; + if (g.DebugDrawIdConflictsId == id) + window->DrawList->AddRect(bb.Min - ImVec2(1,1), bb.Max + ImVec2(1,1), IM_COL32(255, 0, 0, 255), 0.0f, ImDrawFlags_None, 2.0f); + } +#endif + if (g.HoveredWindow != window) return false; if (!IsMouseHoveringRect(bb.Min, bb.Max)) @@ -4216,12 +5058,13 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) return false; if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) - return false; + if (!g.ActiveIdFromShortcut) + return false; - // Done with rectangle culling so we can perform heavier checks now. + // We are done with rectangle culling so we can perform heavier checks now. if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) { - g.HoveredIdDisabled = true; + g.HoveredIdIsDisabled = true; return false; } @@ -4243,6 +5086,12 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag if (g.HoveredIdPreviousFrame != id) return false; } + + // Display shortcut (only works with mouse) + // (ImGuiItemStatusFlags_HasShortcut in LastItemData denotes we want a tooltip) + if (id == g.LastItemData.ID && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasShortcut) && g.ActiveId != id) + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal)) + SetTooltip("%s", GetKeyChordName(g.LastItemData.Shortcut)); } // When disabled we'll return false but still set HoveredId @@ -4251,51 +5100,69 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag // Release active id if turning disabled if (g.ActiveId == id && id != 0) ClearActiveID(); - g.HoveredIdDisabled = true; + g.HoveredIdIsDisabled = true; return false; } +#ifndef IMGUI_DISABLE_DEBUG_TOOLS if (id != 0) { // [DEBUG] Item Picker tool! - // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making - // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered - // items if we performed the test in ItemAdd(), but that would incur a small runtime cost. + // We perform the check here because reaching is path is rare (1~ time a frame), + // making the cost of this tool near-zero! We could get better call-stack and support picking non-hovered + // items if we performed the test in ItemAdd(), but that would incur a bigger runtime cost. if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); if (g.DebugItemPickerBreakId == id) IM_DEBUG_BREAK(); } +#endif - if (g.NavDisableMouseHover) + if (g.NavHighlightItemUnderNav && (item_flags & ImGuiItemFlags_NoNavDisableMouseHover) == 0) return false; return true; } // FIXME: This is inlined/duplicated in ItemAdd() +// FIXME: The id != 0 path is not used by our codebase, may get rid of it? bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (!bb.Overlaps(window->ClipRect)) - if (id == 0 || (id != g.ActiveId && id != g.NavId)) - if (!g.LogEnabled) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) + if (!g.ItemUnclipByLog) return true; return false; } // This is also inlined in ItemAdd() // Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect. -void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect) +void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags item_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect) { ImGuiContext& g = *GImGui; g.LastItemData.ID = item_id; - g.LastItemData.InFlags = in_flags; - g.LastItemData.StatusFlags = item_flags; + g.LastItemData.ItemFlags = item_flags; + g.LastItemData.StatusFlags = status_flags; g.LastItemData.Rect = g.LastItemData.NavRect = item_rect; } +static void ImGui::SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + if (window->DockIsActive) + SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DC.DockTabItemStatusFlags, window->DC.DockTabItemRect); + else + SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DC.WindowItemStatusFlags, rect); +} + +static void ImGui::SetLastItemDataForChildWindowItem(ImGuiWindow* window, const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + SetLastItemData(window->ChildId, g.CurrentItemFlags, window->DC.ChildItemStatusFlags, rect); +} + float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) { if (wrap_pos_x < 0.0f) @@ -4323,31 +5190,70 @@ float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) // IM_ALLOC() == ImGui::MemAlloc() void* ImGui::MemAlloc(size_t size) { + void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS if (ImGuiContext* ctx = GImGui) - ctx->IO.MetricsActiveAllocations++; - return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size); +#endif + return ptr; } // IM_FREE() == ImGui::MemFree() void ImGui::MemFree(void* ptr) { - if (ptr) +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ptr != NULL) if (ImGuiContext* ctx = GImGui) - ctx->IO.MetricsActiveAllocations--; + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1); +#endif return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData); } +void ImGui::DemoMarker(const char* file, int line, const char* section) +{ + ImGuiContext& g = *GImGui; + if (g.DemoMarkerCallback != NULL) + g.DemoMarkerCallback(file, line, section); +} + +// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames" +void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size) +{ + ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx]; + IM_UNUSED(ptr); + if (entry->FrameCount != frame_count) + { + info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_COUNTOF(info->LastEntriesBuf); + entry = &info->LastEntriesBuf[info->LastEntriesIdx]; + entry->FrameCount = frame_count; + entry->AllocCount = entry->FreeCount = 0; + } + if (size != (size_t)-1) + { + //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, (int)size, ptr); + entry->AllocCount++; + info->TotalAllocCount++; + } + else + { + //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr); + entry->FreeCount++; + info->TotalFreeCount++; + } +} + +// A conformant backend should return NULL on failure (e.g. clipboard data is not text). const char* ImGui::GetClipboardText() { ImGuiContext& g = *GImGui; - return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : ""; + return g.PlatformIO.Platform_GetClipboardTextFn ? g.PlatformIO.Platform_GetClipboardTextFn(&g) : NULL; } void ImGui::SetClipboardText(const char* text) { ImGuiContext& g = *GImGui; - if (g.IO.SetClipboardTextFn) - g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text); + if (g.PlatformIO.Platform_SetClipboardTextFn != NULL) + g.PlatformIO.Platform_SetClipboardTextFn(&g, text); } const char* ImGui::GetVersion() @@ -4361,12 +5267,26 @@ ImGuiIO& ImGui::GetIO() return GImGui->IO; } +// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856) +ImGuiIO& ImGui::GetIO(ImGuiContext* ctx) +{ + IM_ASSERT(ctx != NULL); + return ctx->IO; +} + ImGuiPlatformIO& ImGui::GetPlatformIO() { - IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?"); + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext()?"); return GImGui->PlatformIO; } +// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856) +ImGuiPlatformIO& ImGui::GetPlatformIO(ImGuiContext* ctx) +{ + IM_ASSERT(ctx != NULL); + return ctx->PlatformIO; +} + // Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame() ImDrawData* ImGui::GetDrawData() { @@ -4389,7 +5309,7 @@ static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t draw { // Create the draw list on demand, because they are not frequently used for all viewports ImGuiContext& g = *GImGui; - IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists)); + IM_ASSERT(drawlist_no < IM_COUNTOF(viewport->BgFgDrawLists)); ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no]; if (draw_list == NULL) { @@ -4399,38 +5319,30 @@ static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t draw } // Our ImDrawList system requires that there is always a command - if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount) + if (viewport->BgFgDrawListsLastTimeActive[drawlist_no] != (float)g.Time) { draw_list->_ResetForNewFrame(); - draw_list->PushTextureID(g.IO.Fonts->TexID); + draw_list->PushTexture(g.IO.Fonts->TexRef); draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); - viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount; + viewport->BgFgDrawListsLastTimeActive[drawlist_no] = (float)g.Time; } return draw_list; } ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) { + if (viewport == NULL) + viewport = GImGui->CurrentWindow->Viewport; return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background"); } -ImDrawList* ImGui::GetBackgroundDrawList() -{ - ImGuiContext& g = *GImGui; - return GetBackgroundDrawList(g.CurrentWindow->Viewport); -} - ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) { + if (viewport == NULL) + viewport = GImGui->CurrentWindow->Viewport; return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); } -ImDrawList* ImGui::GetForegroundDrawList() -{ - ImGuiContext& g = *GImGui; - return GetForegroundDrawList(g.CurrentWindow->Viewport); -} - ImDrawListSharedData* ImGui::GetDrawListSharedData() { return &GImGui->DrawListSharedData; @@ -4444,7 +5356,8 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window) ImGuiContext& g = *GImGui; FocusWindow(window); SetActiveID(window->MoveId, window); - g.NavDisableHighlight = true; + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos; g.ActiveIdNoClearOnFocusLoss = true; SetActiveIdUsingAllKeyboardKeys(); @@ -4459,35 +5372,61 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window) g.MovingWindow = window; } -// We use 'undock_floating_node == false' when dragging from title bar to allow moving groups of floating nodes without undocking them. -// - undock_floating_node == true: when dragging from a floating node within a hierarchy, always undock the node. -// - undock_floating_node == false: when dragging from a floating node within a hierarchy, move root window. -void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node) +// We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them. +void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock) { ImGuiContext& g = *GImGui; bool can_undock_node = false; - if (node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0) + if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0) { // Can undock if: - // - part of a floating node hierarchy with more than one visible node (if only one is visible, we'll just move the whole hierarchy) - // - part of a dockspace node hierarchy (trivia: undocking from a fixed/central node will create a new node and copy windows) + // - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window) + // - part of a dockspace node hierarchy: so we can undock the last single visible node too. Undocking from a fixed/central node will create a new node and copy windows. ImGuiDockNode* root_node = DockNodeGetRootNode(node); if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL) // -V1051 PVS-Studio thinks node should be root_node and is wrong about that. - if (undock_floating_node || root_node->IsDockSpace()) - can_undock_node = true; + can_undock_node = true; } const bool clicked = IsMouseClicked(0); - const bool dragging = IsMouseDragging(0, g.IO.MouseDragThreshold * 1.70f); + const bool dragging = IsMouseDragging(0); if (can_undock_node && dragging) DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window) StartMouseMovingWindow(window); } +// This is not 100% symmetric with StartMouseMovingWindow(). +// We do NOT clear ActiveID, because: +// - It would lead to rather confusing recursive code paths. Caller can call ClearActiveID() if desired. +// - Some code intentionally cancel moving but keep the ActiveID to lock inputs (e.g. code path taken when clicking a disabled item). +void ImGui::StopMouseMovingWindow() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.MovingWindow; + + // Ref commits 6b7766817, 36055213c for some partial history on checking if viewport != NULL. + if (window && window->Viewport) + { + // Try to merge the window back into the main viewport. + // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + UpdateTryMergeWindowIntoHostViewport(window->RootWindowDockTree, g.MouseViewport); + + // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. + if (!IsDragDropPayloadBeingAccepted()) + g.MouseViewport = window->Viewport; + + // Clear the NoInputs window flag set by the Viewport system in AddUpdateViewport() + const bool window_can_use_inputs = ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs)) == false; + if (window_can_use_inputs) + window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; + } + g.MovingWindow = NULL; +} + // Handle mouse moving window -// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() -// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId. +// Note: moving window with the navigation keys (Square + d-pad / Ctrl+Tab + Arrows) are processed in NavUpdateWindowing() +// FIXME: We don't have strong guarantee that g.MovingWindow stay synced with g.ActiveId == g.MovingWindow->MoveId. // This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs, // but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other. void ImGui::UpdateMouseMovingWindowNewFrame() @@ -4502,8 +5441,8 @@ void ImGui::UpdateMouseMovingWindowNewFrame() ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree; // When a window stop being submitted while being dragged, it may will its viewport until next Begin() - const bool window_disappared = (!moving_window->WasActive && !moving_window->Active); - if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared) + const bool window_disappeared = (!moving_window->WasActive && !moving_window->Active); + if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappeared) { ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) @@ -4519,23 +5458,7 @@ void ImGui::UpdateMouseMovingWindowNewFrame() } else { - if (!window_disappared) - { - // Try to merge the window back into the main viewport. - // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) - if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) - UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport); - - // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. - if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted()) - g.MouseViewport = moving_window->Viewport; - - // Clear the NoInput window flag set by the Viewport system - if (moving_window->Viewport) - moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; - } - - g.MovingWindow = NULL; + StopMouseMovingWindow(); ClearActiveID(); } } @@ -4551,42 +5474,52 @@ void ImGui::UpdateMouseMovingWindowNewFrame() } } -// Initiate moving window when clicking on empty space or title bar. +// Initiate focusing and moving window when clicking on empty space or title bar. +// Initiate focusing window when clicking on a disabled item. // Handle left-click and right-click focus. void ImGui::UpdateMouseMovingWindowEndFrame() { ImGuiContext& g = *GImGui; - if (g.ActiveId != 0 || g.HoveredId != 0) + if (g.ActiveId != 0 || (g.HoveredId != 0 && !g.HoveredIdIsDisabled)) return; // Unless we just made a window/popup appear if (g.NavWindow && g.NavWindow->Appearing) return; + ImGuiWindow* hovered_window = g.HoveredWindow; + // Click on empty space to focus window and start moving // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!) if (g.IO.MouseClicked[0]) { // Handle the edge case of a popup being closed while clicking in its empty space. // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more. - ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; - const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel); + ImGuiWindow* hovered_root = hovered_window ? hovered_window->RootWindow : NULL; + const bool is_closed_popup = hovered_root && (hovered_root->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(hovered_root->PopupId, ImGuiPopupFlags_AnyPopupLevel); - if (root_window != NULL && !is_closed_popup) + if (hovered_window != NULL && !is_closed_popup) { - StartMouseMovingWindow(g.HoveredWindow); //-V595 + StartMouseMovingWindow(hovered_window); //-V595 + + // FIXME: In principle we might be able to call StopMouseMovingWindow() below. + // Please note how StartMouseMovingWindow() and StopMouseMovingWindow() and not entirely symmetrical, at the later doesn't clear ActiveId. // Cancel moving if clicked outside of title bar - if (g.IO.ConfigWindowsMoveFromTitleBarOnly) - if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive) - if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) + if ((hovered_window->BgClickFlags & ImGuiWindowBgClickFlags_Move) == 0) // set by io.ConfigWindowsMoveFromTitleBarOnly + if (!(hovered_root->Flags & ImGuiWindowFlags_NoTitleBar) || hovered_root->DockIsActive) + if (!hovered_root->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) g.MovingWindow = NULL; - // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already) - if (g.HoveredIdDisabled) + // Cancel moving if clicked over an item which was disabled or inhibited by popups + // (when g.HoveredIdIsDisabled == true && g.HoveredId == 0 we are inhibited by popups, when g.HoveredIdIsDisabled == true && g.HoveredId != 0 we are over a disabled item) + if (g.HoveredIdIsDisabled) + { g.MovingWindow = NULL; + g.ActiveIdDisabledId = g.HoveredId; + } } - else if (root_window == NULL && g.NavWindow != NULL) + else if (hovered_window == NULL && g.NavWindow != NULL) { // Clicking on void disable focus FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal); @@ -4596,13 +5529,13 @@ void ImGui::UpdateMouseMovingWindowEndFrame() // With right mouse button we close popups without changing focus based on where the mouse is aimed // Instead, focus will be restored to the window under the bottom-most closed popup. // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) - if (g.IO.MouseClicked[1]) + if (g.IO.MouseClicked[1] && g.HoveredId == 0) { // Find the top-most window between HoveredWindow and the top-most Modal Window. // This is where we can trim the popup stack. ImGuiWindow* modal = GetTopMostPopupModal(); - bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal)); - ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); + bool hovered_window_above_modal = hovered_window && (modal == NULL || IsWindowAbove(hovered_window, modal)); + ClosePopupsOverWindow(hovered_window_above_modal ? hovered_window : modal, true); } } @@ -4624,37 +5557,41 @@ static void ScaleWindow(ImGuiWindow* window, float scale) { ImVec2 origin = window->Viewport->Pos; window->Pos = ImFloor((window->Pos - origin) * scale + origin); - window->Size = ImFloor(window->Size * scale); - window->SizeFull = ImFloor(window->SizeFull * scale); - window->ContentSize = ImFloor(window->ContentSize * scale); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + window->ContentSize = ImTrunc(window->ContentSize * scale); } static bool IsWindowActiveAndVisible(ImGuiWindow* window) { - return (window->Active) && (!window->Hidden); + return window->Active && !window->Hidden; } // The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) -void ImGui::UpdateHoveredWindowAndCaptureFlags() +void ImGui::UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos) { ImGuiContext& g = *GImGui; ImGuiIO& io = g.IO; - g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING)); + + // FIXME-DPI: This storage was added on 2021/03/31 for test engine, but if we want to multiply WINDOWS_HOVER_PADDING + // by DpiScale, we need to make this window-agnostic anyhow, maybe need storing inside ImGuiWindow. + g.WindowsBorderHoverPadding = ImMax(ImMax(g.Style.TouchExtraPadding.x, g.Style.TouchExtraPadding.y), g.Style.WindowBorderHoverPadding); // Find the window hovered by mouse: // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. bool clear_hovered_windows = false; - FindHoveredWindow(); + FindHoveredWindowEx(mouse_pos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow); IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport); + g.HoveredWindowBeforeClear = g.HoveredWindow; // Modal windows prevents mouse from hovering behind them. ImGuiWindow* modal_window = GetTopMostPopupModal(); if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ? clear_hovered_windows = true; - // Disabled mouse? + // Disabled mouse hovering (we don't currently clear MousePos, we could) if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) clear_hovered_windows = true; @@ -4664,7 +5601,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() const bool has_open_modal = (modal_window != NULL); int mouse_earliest_down = -1; bool mouse_any_down = false; - for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + for (int i = 0; i < IM_COUNTOF(io.MouseDown); i++) { if (io.MouseClicked[i]) { @@ -4672,7 +5609,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal; } mouse_any_down |= io.MouseDown[i]; - if (io.MouseDown[i]) + if (io.MouseDown[i] || io.MouseReleased[i]) // Increase release frame for our evaluation of earliest button (#1392) if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down]) mouse_earliest_down = i; } @@ -4701,17 +5638,44 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() } // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app) - if (g.WantCaptureKeyboardNextFrame != -1) + io.WantCaptureKeyboard = false; + if ((io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) == 0) + { + if ((g.ActiveId != 0) || (modal_window != NULL)) + io.WantCaptureKeyboard = true; + else if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && io.ConfigNavCaptureKeyboard) + io.WantCaptureKeyboard = true; + } + if (g.WantCaptureKeyboardNextFrame != -1) // Manual override io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); - else - io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); - if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) - io.WantCaptureKeyboard = true; // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; } +// Called once a frame. Followed by SetCurrentFont() which sets up the remaining data. +// FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! +static void SetupDrawListSharedData() +{ + ImGuiContext& g = *GImGui; + ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (ImGuiViewportP* viewport : g.Viewports) + virtual_space.Add(viewport->GetMainRect()); + g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); + g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError); + g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; + if (g.Style.AntiAliasedLines) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; + if (g.Style.AntiAliasedLinesUseTex && !(g.IO.Fonts->Flags & ImFontAtlasFlags_NoBakedLines)) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex; + if (g.Style.AntiAliasedFill) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; + g.DrawListSharedData.InitialFringeScale = 1.0f; // FIXME-DPI: Change this for some DPI scaling experiments. +} + void ImGui::NewFrame() { IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); @@ -4734,7 +5698,6 @@ void ImGui::NewFrame() UpdateSettings(); g.Time += g.IO.DeltaTime; - g.WithinFrameScope = true; g.FrameCount += 1; g.TooltipOverrideCount = 0; g.WindowsActiveCount = 0; @@ -4743,8 +5706,8 @@ void ImGui::NewFrame() // Calculate frame-rate for the user, as a purely luxurious feature g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; - g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); - g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame)); + g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_COUNTOF(g.FramerateSecPerFrame); + g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_COUNTOF(g.FramerateSecPerFrame)); g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX; // Process input queue (trickle as many events as possible), turn events into writes to IO structure @@ -4754,26 +5717,14 @@ void ImGui::NewFrame() // Update viewports (after processing input queue, so io.MouseHoveredViewport is set) UpdateViewportsNewFrame(); + // Update texture list (collect destroyed textures, etc.) + UpdateTexturesNewFrame(); + // Setup current font and draw list shared data - // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! - g.IO.Fonts->Locked = true; - SetCurrentFont(GetDefaultFont()); - IM_ASSERT(g.Font->IsLoaded()); - ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); - for (ImGuiViewportP* viewport : g.Viewports) - virtual_space.Add(viewport->GetMainRect()); - g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); - g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; - g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError); - g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; - if (g.Style.AntiAliasedLines) - g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; - if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)) - g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex; - if (g.Style.AntiAliasedFill) - g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; - if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) - g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; + SetupDrawListSharedData(); + UpdateFontsNewFrame(); + + g.WithinFrameScope = true; // Mark rendering data as invalid to prevent user who may have a handle on it to use it. for (ImGuiViewportP* viewport : g.Viewports) @@ -4786,6 +5737,12 @@ void ImGui::NewFrame() if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) KeepAliveID(g.DragDropPayload.SourceId); + // [DEBUG] + if (!g.IO.ConfigDebugHighlightIdConflicts || !g.IO.KeyCtrl) // Count is locked while holding Ctrl + g.DebugDrawIdConflictsId = 0; + if (g.IO.ConfigDebugHighlightIdConflicts && g.HoveredIdPreviousFrameItemCount > 1) + g.DebugDrawIdConflictsId = g.HoveredIdPreviousFrame; + // Update HoveredId data if (!g.HoveredIdPreviousFrame) g.HoveredIdTimer = 0.0f; @@ -4796,16 +5753,17 @@ void ImGui::NewFrame() if (g.HoveredId && g.ActiveId != g.HoveredId) g.HoveredIdNotActiveTimer += g.IO.DeltaTime; g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredIdPreviousFrameItemCount = 0; g.HoveredId = 0; g.HoveredIdAllowOverlap = false; - g.HoveredIdDisabled = false; + g.HoveredIdIsDisabled = false; // Clear ActiveID if the item is not alive anymore. // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd(). // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves. if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId) { - IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n"); + IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() 0x%08X because it isn't marked alive anymore!\n", g.ActiveId); ClearActiveID(); } @@ -4814,36 +5772,21 @@ void ImGui::NewFrame() g.ActiveIdTimer += g.IO.DeltaTime; g.LastActiveIdTimer += g.IO.DeltaTime; g.ActiveIdPreviousFrame = g.ActiveId; - g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; - g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; g.ActiveIdIsAlive = 0; g.ActiveIdHasBeenEditedThisFrame = false; - g.ActiveIdPreviousFrameIsAlive = false; g.ActiveIdIsJustActivated = false; if (g.TempInputId != 0 && g.ActiveId != g.TempInputId) g.TempInputId = 0; + if (g.InputTextReactivateId != 0 && g.InputTextReactivateId != g.DeactivatedItemData.ID) + g.InputTextReactivateId = 0; if (g.ActiveId == 0) { g.ActiveIdUsingNavDirMask = 0x00; g.ActiveIdUsingAllKeyboardKeys = false; -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - g.ActiveIdUsingNavInputMask = 0x00; -#endif } - -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - if (g.ActiveId == 0) - g.ActiveIdUsingNavInputMask = 0; - else if (g.ActiveIdUsingNavInputMask != 0) - { - // If your custom widget code used: { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); } - // Since IMGUI_VERSION_NUM >= 18804 it should be: { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); } - if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel)) - SetKeyOwner(ImGuiKey_Escape, g.ActiveId); - if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel)) - IM_ASSERT(0); // Other values unsupported - } -#endif + if (g.DeactivatedItemData.ElapseFrame < g.FrameCount) + g.DeactivatedItemData.ID = 0; + g.DeactivatedItemData.IsAlive = false; // Record when we have been stationary as this state is preserved while over same item. // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values. @@ -4874,14 +5817,6 @@ void ImGui::NewFrame() g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer. } - // Drag and drop - g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; - g.DragDropAcceptIdCurr = 0; - g.DragDropAcceptIdCurrRectSurface = FLT_MAX; - g.DragDropWithinSource = false; - g.DragDropWithinTarget = false; - g.DragDropHoldJustPressedId = 0; - // Close popups on focus lost (currently wip/opt-in) //if (g.IO.AppFocusLost) // ClosePopupsExceptModals(); @@ -4894,7 +5829,31 @@ void ImGui::NewFrame() //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt)); //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper)); - // Update gamepad/keyboard navigation + // Drag and drop + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; + g.DragDropAcceptIdCurr = 0; + g.DragDropAcceptFlagsPrev = g.DragDropAcceptFlagsCurr; + g.DragDropAcceptFlagsCurr = ImGuiDragDropFlags_None; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropWithinSource = false; + g.DragDropWithinTarget = false; + g.DragDropHoldJustPressedId = 0; + if (g.DragDropActive) + { + // Also works when g.ActiveId==0 (aka leftover payload in progress, no active id) + // You may disable this externally by hijacking the input route: + // 'if (GetDragDropPayload() != NULL) { Shortcut(ImGuiKey_Escape, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive); } + // but you will not get a return value from Shortcut() due to ActiveIdUsingAllKeyboardKeys logic. You can however poll IsKeyPressed(ImGuiKey_Escape) afterwards. + ImGuiID owner_id = g.ActiveId ? g.ActiveId : ImHashStr("##DragDropCancelHandler"); + if (Shortcut(ImGuiKey_Escape, ImGuiInputFlags_RouteGlobal, owner_id)) + { + ClearActiveID(); + ClearDragDrop(); + } + } + g.TooltipPreviousWindow = NULL; + + // Update keyboard/gamepad navigation NavUpdate(); // Update mouse input state @@ -4904,9 +5863,27 @@ void ImGui::NewFrame() // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame) DockContextNewFrameUpdateUndocking(&g); + // Mark all windows as not visible and compact unused memory. + IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); + const bool gc_all = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f); + const float memory_compact_start_time = gc_all ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; + for (ImGuiWindow* window : g.Windows) + { + window->WasActive = window->Active; + window->Active = false; + window->WriteAccessed = false; + window->BeginCountPreviousFrame = window->BeginCount; + window->BeginCount = 0; + + // Garbage collect transient buffers of recently unused windows + if ((!window->WasActive || gc_all) && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) + GcCompactTransientWindowBuffers(window); + } + // Find hovered window // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) - UpdateHoveredWindowAndCaptureFlags(); + // (currently needs to be done after the WasActive=Active loop and FindHoveredWindowEx uses ->Active) + UpdateHoveredWindowAndCaptureFlags(g.IO.MousePos); // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) UpdateMouseMovingWindowNewFrame(); @@ -4922,27 +5899,11 @@ void ImGui::NewFrame() // Platform IME data: reset for the frame g.PlatformImeDataPrev = g.PlatformImeData; - g.PlatformImeData.WantVisible = false; + g.PlatformImeData.WantVisible = g.PlatformImeData.WantTextInput = false; // Mouse wheel scrolling, scale UpdateMouseWheel(); - // Mark all windows as not visible and compact unused memory. - IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); - const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; - for (ImGuiWindow* window : g.Windows) - { - window->WasActive = window->Active; - window->Active = false; - window->WriteAccessed = false; - window->BeginCountPreviousFrame = window->BeginCount; - window->BeginCount = 0; - - // Garbage collect transient buffers of recently unused windows - if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) - GcCompactTransientWindowBuffers(window); - } - // Garbage collect transient buffers of recently unused tables for (int i = 0; i < g.TablesLastTimeActive.Size; i++) if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time) @@ -4963,22 +5924,30 @@ void ImGui::NewFrame() g.CurrentWindowStack.resize(0); g.BeginPopupStack.resize(0); g.ItemFlagsStack.resize(0); - g.ItemFlagsStack.push_back(ImGuiItemFlags_None); + g.ItemFlagsStack.push_back(ImGuiItemFlags_AutoClosePopups); // Default flags + g.CurrentItemFlags = g.ItemFlagsStack.back(); g.GroupStack.resize(0); // Docking DockContextNewFrameUpdateDocking(&g); // [DEBUG] Update debug features +#ifndef IMGUI_DISABLE_DEBUG_TOOLS UpdateDebugToolItemPicker(); - UpdateDebugToolStackQueries(); + UpdateDebugToolItemPathQuery(); + UpdateDebugToolFlashStyleColor(); if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0) - g.DebugLocateId = 0; - if (g.DebugLogClipperAutoDisableFrames > 0 && --g.DebugLogClipperAutoDisableFrames == 0) { - DebugLog("(Auto-disabled ImGuiDebugLogFlags_EventClipper to avoid spamming)\n"); - g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper; + g.DebugLocateId = 0; + g.DebugBreakInLocateId = false; } + if (g.DebugLogAutoDisableFrames > 0 && --g.DebugLogAutoDisableFrames == 0) + { + DebugLog("(Debug Log: Auto-disabled some ImGuiDebugLogFlags after 2 frames)\n"); + g.DebugLogFlags &= ~g.DebugLogAutoDisableFlags; + g.DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; + } +#endif // Create implicit/fallback window - which we will only render it if the user has added something to it. // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. @@ -4988,12 +5957,18 @@ void ImGui::NewFrame() Begin("Debug##Default"); IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); + // Store stack sizes + g.ErrorCountCurrentFrame = 0; + ErrorRecoveryStoreState(&g.StackSizesInNewFrame); + // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack, // allowing to validate correct Begin/End behavior in user code. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS if (g.IO.ConfigDebugBeginReturnValueLoop) g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10); else g.DebugBeginReturnValueCullDepth = -1; +#endif CallContextHooks(&g, ImGuiContextHookType_NewFramePost); } @@ -5007,7 +5982,7 @@ static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) return d; if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) return d; - return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); + return a->BeginOrderWithinParent - b->BeginOrderWithinParent; } static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) @@ -5055,10 +6030,10 @@ static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder) { int n = builder->Layers[0]->Size; int full_size = n; - for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++) + for (int i = 1; i < IM_COUNTOF(builder->Layers); i++) full_size += builder->Layers[i]->Size; builder->Layers[0]->resize(full_size); - for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++) + for (int layer_n = 1; layer_n < IM_COUNTOF(builder->Layers); layer_n++) { ImVector* layer = builder->Layers[layer_n]; if (layer->empty()) @@ -5092,8 +6067,9 @@ static void InitViewportDrawData(ImGuiViewportP* viewport) draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; draw_data->DisplayPos = viewport->Pos; draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size; - draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis? + draw_data->FramebufferScale = (viewport->FramebufferScale.x != 0.0f) ? viewport->FramebufferScale : io.DisplayFramebufferScale; draw_data->OwnerViewport = viewport; + draw_data->Textures = &ImGui::GetPlatformIO().Textures; } // Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering. @@ -5102,6 +6078,8 @@ static void InitViewportDrawData(ImGuiViewportP* viewport) // - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect(): // some frequently called functions which to modify both channels and clipping simultaneously tend to use the // more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds. +// - This is analogous to PushFont()/PopFont() in the sense that are a mixing a global stack and a window stack, +// which in the case of ClipRect is not so problematic but tends to be more restrictive for fonts. void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) { ImGuiWindow* window = GetCurrentWindow(); @@ -5135,15 +6113,16 @@ static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 // Draw behind window by moving the draw command at the FRONT of the draw list { // Draw list have been trimmed already, hence the explicit recreation of a draw command if missing. - // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order. + // FIXME: This is a little bit complicated, solely to avoid creating/injecting an extra drawlist in drawdata. ImDrawList* draw_list = window->RootWindowDockTree->DrawList; draw_list->ChannelsMerge(); if (draw_list->CmdBuffer.Size == 0) draw_list->AddDrawCmd(); - draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that) - draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col); + draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to strictly ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that) ImDrawCmd cmd = draw_list->CmdBuffer.back(); - IM_ASSERT(cmd.ElemCount == 6); + IM_ASSERT(cmd.ElemCount == 0); + draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col); + cmd = draw_list->CmdBuffer.back(); draw_list->CmdBuffer.pop_back(); draw_list->CmdBuffer.push_front(cmd); draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command. @@ -5198,19 +6177,21 @@ static void ImGui::RenderDimmedBackgrounds() { // Draw dimming behind modal or a begin stack child, whichever comes first in draw order. ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window); - RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio)); + RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(modal_window->DC.ModalDimBgColor, g.DimBgRatio)); viewports_already_dimmed[0] = modal_window->Viewport; } else if (dim_bg_for_window_list) { - // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window + // Draw dimming behind Ctrl+Tab target window and behind Ctrl+Tab UI window RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); - if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport) - RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport; - viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL; + if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Active && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport) + { + RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + viewports_already_dimmed[1] = g.NavWindowingListWindow->Viewport; + } - // Draw border around CTRL+Tab target window + // Draw border around Ctrl+Tab target window ImGuiWindow* window = g.NavWindowingTargetAnim; ImGuiViewport* viewport = window->Viewport; float distance = g.FontSize; @@ -5222,7 +6203,7 @@ static void ImGui::RenderDimmedBackgrounds() if (window->DrawList->CmdBuffer.Size == 0) window->DrawList->AddDrawCmd(); window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size); - window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); // FIXME-DPI window->DrawList->PopClipRect(); } @@ -5248,41 +6229,39 @@ void ImGui::EndFrame() // Don't process EndFrame() multiple times. if (g.FrameCountEnded == g.FrameCount) return; - IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?"); + IM_ASSERT_USER_ERROR_RET(g.WithinFrameScope, "Forgot to call ImGui::NewFrame()?"); CallContextHooks(&g, ImGuiContextHookType_EndFramePre); + // [EXPERIMENTAL] Recover from errors + if (g.IO.ConfigErrorRecovery) + ErrorRecoveryTryToRecoverState(&g.StackSizesInNewFrame); ErrorCheckEndFrameSanityChecks(); + ErrorCheckEndFrameFinalizeErrorTooltip(); // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) ImGuiPlatformImeData* ime_data = &g.PlatformImeData; - if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) + if (g.PlatformIO.Platform_SetImeDataFn != NULL && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) { - ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport); - IMGUI_DEBUG_LOG_IO("[io] Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y); + ImGuiViewport* viewport = FindViewportByID(ime_data->ViewportId); if (viewport == NULL) viewport = GetMainViewport(); -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - if (viewport->PlatformHandleRaw == NULL && g.IO.ImeWindowHandle != NULL) - { - viewport->PlatformHandleRaw = g.IO.ImeWindowHandle; - g.IO.SetPlatformImeDataFn(viewport, ime_data); - viewport->PlatformHandleRaw = NULL; - } - else -#endif - { - g.IO.SetPlatformImeDataFn(viewport, ime_data); - } + IMGUI_DEBUG_LOG_IO("[io] Calling Platform_SetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f) for Viewport 0x%08X\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y, viewport->ID); + g.PlatformIO.Platform_SetImeDataFn(&g, viewport, ime_data); } + g.WantTextInputNextFrame = ime_data->WantTextInput ? 1 : 0; - // Hide implicit/fallback "Debug" window if it hasn't been used + // Hide and unfocus implicit/fallback "Debug" window if it hasn't been used g.WithinFrameScopeWithImplicitWindow = false; - if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) + if (g.CurrentWindow && g.CurrentWindow->IsFallbackWindow && g.CurrentWindow->WriteAccessed == false) + { g.CurrentWindow->Active = false; + if (g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow) + FocusWindow(NULL); + } End(); - // Update navigation: CTRL+Tab, wrap-around requests + // Update navigation: Ctrl+Tab, wrap-around requests NavEndFrame(); // Update docking @@ -5294,13 +6273,17 @@ void ImGui::EndFrame() if (g.DragDropActive) { bool is_delivered = g.DragDropPayload.Delivery; - bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton)); + bool is_elapsed = (g.DragDropSourceFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_PayloadAutoExpire) || g.DragDropMouseButton == -1 || !IsMouseDown(g.DragDropMouseButton)); if (is_delivered || is_elapsed) ClearDragDrop(); } - // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing. - if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + // Drag and Drop: Fallback for missing source tooltip. This is not ideal but better than nothing. + // If you want to handle source item disappearing: instead of submitting your description tooltip + // in the BeginDragDropSource() block of the dragged item, you can submit them from a safe single spot + // (e.g. end of your item loop, or before EndFrame) by reading payload data. + // In the typical case, the contents of drag tooltip should be possible to infer solely from payload data. + if (g.DragDropActive && g.DragDropSourceFrameCount + 1 < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) { g.DragDropWithinSource = true; SetTooltip("..."); @@ -5310,6 +6293,7 @@ void ImGui::EndFrame() // End frame g.WithinFrameScope = false; g.FrameCountEnded = g.FrameCount; + UpdateFontsEndFrame(); // Initiate moving window + handle left-click and right-click focus UpdateMouseMovingWindowEndFrame(); @@ -5333,10 +6317,14 @@ void ImGui::EndFrame() g.Windows.swap(g.WindowsTempSortBuffer); g.IO.MetricsActiveWindows = g.WindowsActiveCount; + UpdateTexturesEndFrame(); + // Unlock font atlas - g.IO.Fonts->Locked = false; + for (ImFontAtlas* atlas : g.FontAtlases) + atlas->Locked = false; // Clear Input data for next frame + g.IO.MousePosPrev = g.IO.MousePos; g.IO.AppFocusLost = false; g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; g.IO.InputQueueCharacters.resize(0); @@ -5345,7 +6333,7 @@ void ImGui::EndFrame() } // Prepare the data for rendering so you can call GetDrawData() -// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all: +// (As with anything within the ImGui:: namespace this doesn't touch your GPU or graphics API at all: // it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend) void ImGui::Render() { @@ -5365,7 +6353,7 @@ void ImGui::Render() for (ImGuiViewportP* viewport : g.Viewports) { InitViewportDrawData(viewport); - if (viewport->BgFgDrawLists[0] != NULL) + if (viewport->BgFgDrawLists[0] != NULL && viewport->BgFgDrawListsLastTimeActive[0] == (float)g.Time) AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); } @@ -5382,7 +6370,7 @@ void ImGui::Render() if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) AddRootWindowToDrawData(window); } - for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) + for (int n = 0; n < IM_COUNTOF(windows_to_render_top_most); n++) if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window AddRootWindowToDrawData(windows_to_render_top_most[n]); @@ -5397,7 +6385,7 @@ void ImGui::Render() FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder); // Add foreground ImDrawList (for each active viewport) - if (viewport->BgFgDrawLists[1] != NULL) + if (viewport->BgFgDrawLists[1] != NULL && viewport->BgFgDrawListsLastTimeActive[1] == (float)g.Time) AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch). @@ -5410,6 +6398,12 @@ void ImGui::Render() g.IO.MetricsRenderIndices += draw_data->TotalIdxCount; } +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) + for (ImFontAtlas* atlas : g.FontAtlases) + ImFontAtlasDebugLogTextureRequests(atlas); +#endif + CallContextHooks(&g, ImGuiContextHookType_RenderPost); } @@ -5436,36 +6430,40 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex // FIXME: Investigate using ceilf or e.g. // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html - text_size.x = IM_FLOOR(text_size.x + 0.99999f); + text_size.x = IM_TRUNC(text_size.x + 0.99999f); return text_size; } // Find window given position, search front-to-back -// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically -// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is -// called, aka before the next Begin(). Moving window isn't affected. -static void FindHoveredWindow() +// - Typically write output back to g.HoveredWindow and g.HoveredWindowUnderMovingWindow. +// - FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically +// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is +// called, aka before the next Begin(). Moving window isn't affected. +// - The 'find_first_and_in_any_viewport = true' mode is only used by TestEngine. It is simpler to maintain here. +void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window) { ImGuiContext& g = *GImGui; + ImGuiWindow* hovered_window = NULL; + ImGuiWindow* hovered_window_under_moving_window = NULL; // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame) - ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL; - if (g.MovingWindow) + ImGuiViewportP* backup_moving_window_viewport = NULL; + if (find_first_and_in_any_viewport == false && g.MovingWindow) + { + backup_moving_window_viewport = g.MovingWindow->Viewport; g.MovingWindow->Viewport = g.MouseViewport; - - ImGuiWindow* hovered_window = NULL; - ImGuiWindow* hovered_window_ignoring_moving_window = NULL; - if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) - hovered_window = g.MovingWindow; + if (!(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) + hovered_window = g.MovingWindow; + } ImVec2 padding_regular = g.Style.TouchExtraPadding; - ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular; + ImVec2 padding_for_resize = ImMax(g.Style.TouchExtraPadding, ImVec2(g.Style.WindowBorderHoverPadding, g.Style.WindowBorderHoverPadding)); for (int i = g.Windows.Size - 1; i >= 0; i--) { ImGuiWindow* window = g.Windows[i]; IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. - if (!window->Active || window->Hidden) + if (!window->WasActive || window->Hidden) continue; if (window->Flags & ImGuiWindowFlags_NoMouseInputs) continue; @@ -5474,12 +6472,8 @@ static void FindHoveredWindow() continue; // Using the clipped AABB, a child window will typically be clipped by its parent (not always) - ImRect bb(window->OuterRectClipped); - if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) - bb.Expand(padding_regular); - else - bb.Expand(padding_for_resize); - if (!bb.Contains(g.IO.MousePos)) + ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize; + if (!window->OuterRectClipped.ContainsWithPad(pos, hit_padding)) continue; // Support for one rectangular hole in any given window @@ -5488,24 +6482,32 @@ static void FindHoveredWindow() { ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y); ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y); - if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos)) + if (ImRect(hole_pos, hole_pos + hole_size).Contains(pos)) continue; } - if (hovered_window == NULL) + if (find_first_and_in_any_viewport) + { hovered_window = window; - IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. - if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)) - hovered_window_ignoring_moving_window = window; - if (hovered_window && hovered_window_ignoring_moving_window) break; + } + else + { + if (hovered_window == NULL) + hovered_window = window; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (hovered_window_under_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)) + hovered_window_under_moving_window = window; + if (hovered_window && hovered_window_under_moving_window) + break; + } } - g.HoveredWindow = hovered_window; - g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window; - - if (g.MovingWindow) - g.MovingWindow->Viewport = moving_window_viewport; + *out_hovered_window = hovered_window; + if (out_hovered_window_under_moving_window != NULL) + *out_hovered_window_under_moving_window = hovered_window_under_moving_window; + if (find_first_and_in_any_viewport == false && g.MovingWindow) + g.MovingWindow->Viewport = backup_moving_window_viewport; } bool ImGui::IsItemActive() @@ -5530,16 +6532,16 @@ bool ImGui::IsItemDeactivated() ImGuiContext& g = *GImGui; if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated) return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; - return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID); + return g.DeactivatedItemData.ID == g.LastItemData.ID && g.LastItemData.ID != 0 && g.DeactivatedItemData.ElapseFrame >= g.FrameCount; } bool ImGui::IsItemDeactivatedAfterEdit() { ImGuiContext& g = *GImGui; - return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore)); + return IsItemDeactivated() && g.DeactivatedItemData.HasBeenEditedBefore; } -// == GetItemID() == GetFocusID() +// == (GetItemID() == GetFocusID() && GetFocusID() != 0) bool ImGui::IsItemFocused() { ImGuiContext& g = *GImGui; @@ -5568,12 +6570,21 @@ bool ImGui::IsItemToggledOpen() return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; } +// Call after a Selectable() or TreeNode() involved in multi-selection. +// Useful if you need the per-item information before reaching EndMultiSelect(), e.g. for rendering purpose. +// This is only meant to be called inside a BeginMultiSelect()/EndMultiSelect() block. +// (Outside of multi-select, it would be misleading/ambiguous to report this signal, as widgets +// return e.g. a pressed event and user code is in charge of altering selection in ways we cannot predict.) bool ImGui::IsItemToggledSelection() { ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentMultiSelect != NULL); // Can only be used inside a BeginMultiSelect()/EndMultiSelect() return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; } +// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, +// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! +// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. bool ImGui::IsAnyItemHovered() { ImGuiContext& g = *GImGui; @@ -5589,7 +6600,7 @@ bool ImGui::IsAnyItemActive() bool ImGui::IsAnyItemFocused() { ImGuiContext& g = *GImGui; - return g.NavId != 0 && !g.NavDisableHighlight; + return g.NavId != 0 && g.NavCursorVisible; } bool ImGui::IsItemVisible() @@ -5615,19 +6626,20 @@ void ImGui::SetNextItemAllowOverlap() #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. -// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead. -void ImGui::SetItemAllowOverlap() -{ - ImGuiContext& g = *GImGui; - ImGuiID id = g.LastItemData.ID; - if (g.HoveredId == id) - g.HoveredIdAllowOverlap = true; - if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id. - g.ActiveIdAllowOverlap = true; -} +// Use SetNextItemAllowOverlap() *before* your item instead of calling this! +//void ImGui::SetItemAllowOverlap() +//{ +// ImGuiContext& g = *GImGui; +// ImGuiID id = g.LastItemData.ID; +// if (g.HoveredId == id) +// g.HoveredIdAllowOverlap = true; +// if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id. +// g.ActiveIdAllowOverlap = true; +//} #endif -// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function. +// This is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations. +// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version if needed? void ImGui::SetActiveIdUsingAllKeyboardKeys() { ImGuiContext& g = *GImGui; @@ -5661,40 +6673,131 @@ ImVec2 ImGui::GetItemRectSize() return g.LastItemData.Rect.GetSize(); } -bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) +ImGuiItemFlags ImGui::GetItemFlags() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.ItemFlags; +} + +// Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'. +// ImGuiChildFlags_Borders is defined as always == 1 in order to allow old code passing 'true'. Read comments in imgui.h for details! +bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + ImGuiID id = GetCurrentWindow()->GetID(str_id); + return BeginChildEx(str_id, id, size_arg, child_flags, window_flags); +} + +bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + return BeginChildEx(NULL, id, size_arg, child_flags, window_flags); +} + +bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) { ImGuiContext& g = *GImGui; ImGuiWindow* parent_window = g.CurrentWindow; + IM_ASSERT(id != 0); - flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoDocking; - flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag + // Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument. + const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle | ImGuiChildFlags_NavFlattened; + IM_UNUSED(ImGuiChildFlags_SupportedMask_); + IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?"); + IM_ASSERT((window_flags & ImGuiWindowFlags_AlwaysAutoResize) == 0 && "Cannot specify ImGuiWindowFlags_AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags_AlwaysAutoResize!"); + if (child_flags & ImGuiChildFlags_AlwaysAutoResize) + { + IM_ASSERT((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0 && "Cannot use ImGuiChildFlags_ResizeX or ImGuiChildFlags_ResizeY with ImGuiChildFlags_AlwaysAutoResize!"); + IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!"); + } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding) { child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding; } + //if (window_flags & ImGuiWindowFlags_NavFlattened) { child_flags |= ImGuiChildFlags_NavFlattened; } +#endif + if (child_flags & ImGuiChildFlags_AutoResizeX) + child_flags &= ~ImGuiChildFlags_ResizeX; + if (child_flags & ImGuiChildFlags_AutoResizeY) + child_flags &= ~ImGuiChildFlags_ResizeY; - // Size - const ImVec2 content_avail = GetContentRegionAvail(); - ImVec2 size = ImFloor(size_arg); - const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00); - if (size.x <= 0.0f) - size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too many issues) - if (size.y <= 0.0f) - size.y = ImMax(content_avail.y + size.y, 4.0f); + // Set window flags + window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking; + window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag + if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize)) + window_flags |= ImGuiWindowFlags_AlwaysAutoResize; + if ((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0) + window_flags |= ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; + + // Special framed style + if (child_flags & ImGuiChildFlags_FrameStyle) + { + PushStyleColor(ImGuiCol_ChildBg, g.Style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, g.Style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, g.Style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.FramePadding); + child_flags |= ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding; + window_flags |= ImGuiWindowFlags_NoMove; + } + + // Forward size + // Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags_ResizeXXX is set. + // (the alternative would to store conditional flags per axis, which is possible but more code) + const ImVec2 size_avail = GetContentRegionAvail(); + const ImVec2 size_default((child_flags & ImGuiChildFlags_AutoResizeX) ? 0.0f : size_avail.x, (child_flags & ImGuiChildFlags_AutoResizeY) ? 0.0f : size_avail.y); + ImVec2 size = CalcItemSize(size_arg, size_default.x, size_default.y); + + // A SetNextWindowSize() call always has priority (#8020) + // (since the code in Begin() never supported SizeVal==0.0f aka auto-resize via SetNextWindowSize() call, we don't support it here for now) + // FIXME: We only support ImGuiCond_Always in this path. Supporting other paths would requires to obtain window pointer. + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) != 0 && (g.NextWindowData.SizeCond & ImGuiCond_Always) != 0) + { + if (g.NextWindowData.SizeVal.x > 0.0f) + { + size.x = g.NextWindowData.SizeVal.x; + child_flags &= ~ImGuiChildFlags_ResizeX; + } + if (g.NextWindowData.SizeVal.y > 0.0f) + { + size.y = g.NextWindowData.SizeVal.y; + child_flags &= ~ImGuiChildFlags_ResizeY; + } + } SetNextWindowSize(size); + // Forward child flags (we allow prior settings to merge but it'll only work for adding flags) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) + g.NextWindowData.ChildFlags |= child_flags; + else + g.NextWindowData.ChildFlags = child_flags; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasChildFlags; + // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. + // FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround. + // e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it. const char* temp_window_name; + /*if (name && parent_window->IDStack.back() == parent_window->ID) + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s", parent_window->Name, name); // May omit ID if in root of ID stack + else*/ if (name) ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id); else ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id); + // Set style const float backup_border_size = g.Style.ChildBorderSize; - if (!border) + if ((child_flags & ImGuiChildFlags_Borders) == 0) g.Style.ChildBorderSize = 0.0f; - bool ret = Begin(temp_window_name, NULL, flags); + + // Begin into window + const bool ret = Begin(temp_window_name, NULL, window_flags); + + // Restore style g.Style.ChildBorderSize = backup_border_size; + if (child_flags & ImGuiChildFlags_FrameStyle) + { + PopStyleVar(3); + PopStyleColor(); + } ImGuiWindow* child_window = g.CurrentWindow; child_window->ChildId = id; - child_window->AutoFitChildAxises = (ImS8)auto_fit_axises; // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. // While this is not really documented/defined, it seems that the expected thing to do. @@ -5702,11 +6805,11 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b parent_window->DC.CursorPos = child_window->Pos; // Process navigation-in immediately so NavInit can run on first frame - // Can enter a child if (A) it has navigatable items or (B) it can be scrolled. + // Can enter a child if (A) it has navigable items or (B) it can be scrolled. const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id); if (g.ActiveId == temp_id_for_activation) ClearActiveID(); - if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY)) + if (g.NavActivateId == id && !(child_flags & ImGuiChildFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY)) { FocusWindow(child_window); NavInitWindow(child_window, false); @@ -5716,88 +6819,57 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b return ret; } -bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) -{ - ImGuiWindow* window = GetCurrentWindow(); - return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags); -} - -bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) -{ - IM_ASSERT(id != 0); - return BeginChildEx(NULL, id, size_arg, border, extra_flags); -} - void ImGui::EndChild() { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; + ImGuiWindow* child_window = g.CurrentWindow; - IM_ASSERT(g.WithinEndChild == false); - IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls + const ImGuiID backup_within_end_child_id = g.WithinEndChildID; + IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls - g.WithinEndChild = true; - if (window->BeginCount > 1) + g.WithinEndChildID = child_window->ID; + ImVec2 child_size = child_window->Size; + End(); + if (child_window->BeginCount == 1) { - End(); - } - else - { - ImVec2 sz = window->Size; - if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f - sz.x = ImMax(4.0f, sz.x); - if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y)) - sz.y = ImMax(4.0f, sz.y); - End(); - ImGuiWindow* parent_window = g.CurrentWindow; - ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz); - ItemSize(sz); - if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavWindowHasScrollY) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) + ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size); + ItemSize(child_size); + const bool nav_flattened = (child_window->ChildFlags & ImGuiChildFlags_NavFlattened) != 0; + if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !nav_flattened) { - ItemAdd(bb, window->ChildId); - RenderNavHighlight(bb, window->ChildId); + ItemAdd(bb, child_window->ChildId); + RenderNavCursor(bb, child_window->ChildId); // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) - if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow) - RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); + if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow) + RenderNavCursor(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavRenderCursorFlags_Compact); } else { // Not navigable into - ItemAdd(bb, 0); + // - This is a bit of a fringe use case, mostly useful for undecorated, non-scrolling contents childs, or empty childs. + // - We could later decide to not apply this path if ImGuiChildFlags_FrameStyle or ImGuiChildFlags_Borders is set. + ItemAdd(bb, child_window->ChildId, NULL, ImGuiItemFlags_NoNav); // But when flattened we directly reach items, adjust active layer mask accordingly - if (window->Flags & ImGuiWindowFlags_NavFlattened) - parent_window->DC.NavLayersActiveMaskNext |= window->DC.NavLayersActiveMaskNext; + if (nav_flattened) + parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext; } - if (g.HoveredWindow == window) + if (g.HoveredWindow == child_window) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + child_window->DC.ChildItemStatusFlags = g.LastItemData.StatusFlags; + //SetLastItemDataForChildWindowItem(child_window, child_window->Rect()); // Not needed, effectively done by ItemAdd() } - g.WithinEndChild = false; + else + { + SetLastItemDataForChildWindowItem(child_window, child_window->Rect()); + } + + g.WithinEndChildID = backup_within_end_child_id; g.LogLinePosY = -FLT_MAX; // To enforce a carriage return } -// Helper to create a child window / scrolling region that looks like a normal widget frame. -bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags) -{ - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); - PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); - PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); - PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); - bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags); - PopStyleVar(3); - PopStyleColor(); - return ret; -} - -void ImGui::EndChildFrame() -{ - EndChild(); -} - static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) { window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); @@ -5827,37 +6899,14 @@ static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settin window->ViewportId = settings->ViewportId; window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y); } - window->Pos = ImFloor(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y)); + window->Pos = ImTrunc(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y)); if (settings->Size.x > 0 && settings->Size.y > 0) - window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y)); + window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y)); window->Collapsed = settings->Collapsed; window->DockId = settings->DockId; window->DockOrder = settings->DockOrder; } -static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags) -{ - ImGuiContext& g = *GImGui; - - const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0); - const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild; - if ((just_created || child_flag_changed) && !new_is_explicit_child) - { - IM_ASSERT(!g.WindowsFocusOrder.contains(window)); - g.WindowsFocusOrder.push_back(window); - window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); - } - else if (!just_created && child_flag_changed && new_is_explicit_child) - { - IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window); - for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++) - g.WindowsFocusOrder[n]->FocusOrder--; - g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder); - window->FocusOrder = -1; - } - window->IsExplicitChild = new_is_explicit_child; -} - static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) { // Initial window state with e.g. default/arbitrary window position @@ -5924,13 +6973,37 @@ static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window) return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window; } +static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window) +{ + // We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) + // FIXME: Essentially we want to restrict manual resizing to WindowMinSize+Decoration, and allow api resizing to be smaller. + // Perhaps should tend further a neater test for this. + ImGuiContext& g = *GImGui; + ImVec2 size_min; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) + { + size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : IMGUI_WINDOW_HARD_MIN_SIZE; + size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : IMGUI_WINDOW_HARD_MIN_SIZE; + } + else + { + size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : IMGUI_WINDOW_HARD_MIN_SIZE; + size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : IMGUI_WINDOW_HARD_MIN_SIZE; + } + + // Reduce artifacts with very small windows + ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window); + size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight + window_for_height->MenuBarHeight + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); + return size_min; +} + static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired) { ImGuiContext& g = *GImGui; ImVec2 new_size = size_desired; - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint) { - // Using -1,-1 on either X/Y axis to preserve the current size. + // See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max. ImRect cr = g.NextWindowData.SizeConstraintRect; new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; @@ -5944,19 +7017,13 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& s g.NextWindowData.SizeCallback(&data); new_size = data.DesiredSize; } - new_size.x = IM_FLOOR(new_size.x); - new_size.y = IM_FLOOR(new_size.y); + new_size.x = IM_TRUNC(new_size.x); + new_size.y = IM_TRUNC(new_size.y); } // Minimum size - if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) - { - ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window); - new_size = ImMax(new_size, g.Style.WindowMinSize); - const float minimum_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f); - new_size.y = ImMax(new_size.y, minimum_height); // Reduce artifacts with very small windows - } - return new_size; + ImVec2 size_min = CalcWindowMinSize(window); + return ImMax(new_size, size_min); } static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal) @@ -5973,47 +7040,52 @@ static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_cur return; } - content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); - content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); - content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); - content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); + content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : ImTrunc64(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : ImTrunc64(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : ImTrunc64(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); + content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : ImTrunc64(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); } -static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) +static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents, int axis_mask) { ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x; const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y; ImVec2 size_pad = window->WindowPadding * 2.0f; - ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars); + ImVec2 size_desired; + size_desired.x = (axis_mask & 1) ? size_contents.x + size_pad.x + decoration_w_without_scrollbars : window->Size.x; + size_desired.y = (axis_mask & 2) ? size_contents.y + size_pad.y + decoration_h_without_scrollbars : window->Size.y; + + // Determine maximum window size + // Child windows are laid within their parent (unless they are also popups/menus) and thus have no restriction + ImVec2 size_max = ImVec2(FLT_MAX, FLT_MAX); + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || (window->Flags & ImGuiWindowFlags_Popup) != 0) + { + if (!window->ViewportOwned) + size_max = ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f; + const int monitor_idx = window->ViewportAllowPlatformMonitorExtend; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + size_max = g.PlatformIO.Monitors[monitor_idx].WorkSize - style.DisplaySafeAreaPadding * 2.0f; + } + if (window->Flags & ImGuiWindowFlags_Tooltip) { - // Tooltip always resize - return size_desired; + // Tooltip always resize (up to maximum size) + return ImMin(size_desired, size_max); } else { - // Maximum window size is determined by the viewport size or monitor size - const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0; - const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0; - ImVec2 size_min = style.WindowMinSize; - if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) - size_min = ImMin(size_min, ImVec2(4.0f, 4.0f)); - - ImVec2 avail_size = window->Viewport->WorkSize; - if (window->ViewportOwned) - avail_size = ImVec2(FLT_MAX, FLT_MAX); - const int monitor_idx = window->ViewportAllowPlatformMonitorExtend; - if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) - avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize; - ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f)); + ImVec2 size_min = CalcWindowMinSize(window); + ImVec2 size_auto_fit = ImClamp(size_desired, ImMin(size_min, size_max), size_max); // When the window cannot fit all contents (either because of constraints, either because screen is too small), // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); - bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); - bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + float size_contents_for_scrollbar_x = (axis_mask & 1) ? size_contents.x : window->ContentSize.x; // See #9352. In theory this should use same logic as `window->ScrollbarY = ...` codepath in Begin(). Needs some plumbling. + float size_contents_for_scrollbar_y = (axis_mask & 2) ? size_contents.y : window->ContentSize.y; + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x < size_contents_for_scrollbar_x + size_pad.x + decoration_w_without_scrollbars && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y < size_contents_for_scrollbar_y + size_pad.y + decoration_h_without_scrollbars && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); if (will_have_scrollbar_x) size_auto_fit.y += style.ScrollbarSize; if (will_have_scrollbar_y) @@ -6027,7 +7099,7 @@ ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window) ImVec2 size_contents_current; ImVec2 size_contents_ideal; CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal); - ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal, ~0); ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); return size_final; } @@ -6041,8 +7113,20 @@ static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window) return ImGuiCol_WindowBg; } -static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) +static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target_arg, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) { + ImVec2 corner_target = corner_target_arg; + if (window->Flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent + { + ImGuiWindow* parent_window = window->ParentWindow; + ImGuiWindowFlags parent_flags = parent_window->Flags; + ImRect limit_rect = parent_window->InnerRect; + limit_rect.Expand(ImVec2(-ImMax(parent_window->WindowPadding.x, parent_window->WindowBorderSize), -ImMax(parent_window->WindowPadding.y, parent_window->WindowBorderSize))); + if ((parent_flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (parent_flags & ImGuiWindowFlags_NoScrollbar)) + corner_target.x = ImClamp(corner_target.x, limit_rect.Min.x, limit_rect.Max.x); + if (parent_flags & ImGuiWindowFlags_NoScrollbar) + corner_target.y = ImClamp(corner_target.y, limit_rect.Min.y, limit_rect.Max.y); + } ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right ImVec2 size_expected = pos_max - pos_min; @@ -6055,7 +7139,7 @@ static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& co *out_size = size_constrained; } -// Data for resizing from corner +// Data for resizing from resize grip / corner struct ImGuiResizeGripDef { ImVec2 CornerPosN; @@ -6073,9 +7157,9 @@ static const ImGuiResizeGripDef resize_grip_def[4] = // Data for resizing from borders struct ImGuiResizeBorderDef { - ImVec2 InnerDir; - ImVec2 SegmentN1, SegmentN2; - float OuterAngle; + ImVec2 InnerDir; // Normal toward inside + ImVec2 SegmentN1, SegmentN2; // End positions, normalized (0,0: upper left) + float OuterAngle; // Angle toward outside }; static const ImGuiResizeBorderDef resize_border_def[4] = { @@ -6121,26 +7205,27 @@ ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) // Handle resize for: Resize Grips, Borders, Gamepad // Return true when using auto-fit (double-click on resize grip) -static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) +static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) { ImGuiContext& g = *GImGui; ImGuiWindowFlags flags = window->Flags; - if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + if ((flags & ImGuiWindowFlags_NoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + return false; + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && (window->ChildFlags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0) return false; if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window. return false; - bool ret_auto_fit = false; - const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; - const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); - const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f); - const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f; + int ret_auto_fit_mask = 0x00; + const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + const float grip_hover_inner_size = (resize_grip_count > 0) ? IM_TRUNC(grip_draw_size * 0.75f) : 0.0f; + const float grip_hover_outer_size = g.WindowsBorderHoverPadding; ImRect clamp_rect = visibility_rect; - const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar); + const bool window_move_from_title_bar = !(window->BgClickFlags & ImGuiWindowBgClickFlags_Move) && !(window->Flags & ImGuiWindowFlags_NoTitleBar); if (window_move_from_title_bar) - clamp_rect.Min.y -= window->TitleBarHeight(); + clamp_rect.Min.y -= window->TitleBarHeight; ImVec2 pos_target(FLT_MAX, FLT_MAX); ImVec2 size_target(FLT_MAX, FLT_MAX); @@ -6175,13 +7260,14 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); if (hovered || held) - g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; + SetMouseCursor((resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE); - if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0) + if (held && g.IO.MouseDoubleClicked[0]) { - // Manual auto-fit when double-clicking + // Auto-fit when double-clicking + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal, ~0); size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); - ret_auto_fit = true; + ret_auto_fit_mask = 0x03; // Both axes ClearActiveID(); } else if (held) @@ -6196,35 +7282,89 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s } // Only lower-left grip is visible before hovering/activating - if (resize_grip_n == 0 || held || hovered) + const bool resize_grip_visible = held || hovered || (resize_grip_n == 0 && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0); + if (resize_grip_visible) resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); } - for (int border_n = 0; border_n < resize_border_count; border_n++) + + int resize_border_mask = 0x00; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + resize_border_mask |= ((window->ChildFlags & ImGuiChildFlags_ResizeX) ? 0x02 : 0) | ((window->ChildFlags & ImGuiChildFlags_ResizeY) ? 0x08 : 0); + else + resize_border_mask = g.IO.ConfigWindowsResizeFromEdges ? 0x0F : 0x00; + for (int border_n = 0; border_n < 4; border_n++) { + if ((resize_border_mask & (1 << border_n)) == 0) + continue; const ImGuiResizeBorderDef& def = resize_border_def[border_n]; const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; bool hovered, held; - ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, g.WindowsBorderHoverPadding); ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav); ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); - //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); - if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) + //GetForegroundDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) + hovered = false; + if (hovered || held) + SetMouseCursor((axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS); + if (held && g.IO.MouseDoubleClicked[0]) { - g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; - if (held) - *border_held = border_n; + // Double-clicking bottom or right border auto-fit on this axis + // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases. + if (border_n == 1 || border_n == 3) // Right and bottom border + { + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal, 1 << axis); + size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis]; + ret_auto_fit_mask |= (1 << axis); + hovered = held = false; // So border doesn't show highlighted at new position + } + ClearActiveID(); } - if (held) + else if (held) { + // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop. + // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually. + // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it! + const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false, true)); + if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing) + { + g.WindowResizeBorderExpectedRect = border_rect; + g.WindowResizeRelativeMode = false; + } + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && memcmp(&g.WindowResizeBorderExpectedRect, &border_rect, sizeof(ImRect)) != 0) + g.WindowResizeRelativeMode = true; + + const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size); + const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis]; + const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + g.WindowsBorderHoverPadding; // Match ButtonBehavior() padding above. + + // Use absolute mode position + ImVec2 border_target = window->Pos; + border_target[axis] = border_target_abs_mode_for_axis; + + // Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position. + bool ignore_resize = false; + if (g.WindowResizeRelativeMode) + { + //GetForegroundDrawList()->AddText(GetMainViewport()->WorkPos, IM_COL32_WHITE, "Relative Mode"); + border_target[axis] = border_target_rel_mode_for_axis; + if (g.IO.MouseDelta[axis] == 0.0f || (g.IO.MouseDelta[axis] > 0.0f) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis)) + ignore_resize = true; + } + + // Clamp, apply ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX); ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX); - ImVec2 border_target = window->Pos; - border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; border_target = ImClamp(border_target, clamp_min, clamp_max); - CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); + if (!ignore_resize) + CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); } + if (hovered) + *border_hovered = border_n; + if (held) + *border_held = border_n; } PopID(); @@ -6244,13 +7384,13 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f) { const float NAV_RESIZE_SPEED = 600.0f; - const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y); + const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * GetScale(); g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step; g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size g.NavWindowingToggleLayer = false; - g.NavDisableMouseHover = true; + g.NavHighlightItemUnderNav = true; resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); - ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaSize); + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize); if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) { // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. @@ -6261,51 +7401,71 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s } // Apply back modified position/size to window - if (size_target.x != FLT_MAX) - { - window->SizeFull = size_target; + const ImVec2 old_pos = window->Pos; + const ImVec2 old_size = window->SizeFull; + if (size_target.x != FLT_MAX && (window->Size.x != size_target.x || window->SizeFull.x != size_target.x)) + window->Size.x = window->SizeFull.x = size_target.x; + if (size_target.y != FLT_MAX && (window->Size.y != size_target.y || window->SizeFull.y != size_target.y)) + window->Size.y = window->SizeFull.y = size_target.y; + if (pos_target.x != FLT_MAX && window->Pos.x != ImTrunc(pos_target.x)) + window->Pos.x = ImTrunc(pos_target.x); + if (pos_target.y != FLT_MAX && window->Pos.y != ImTrunc(pos_target.y)) + window->Pos.y = ImTrunc(pos_target.y); + if (old_pos.x != window->Pos.x || old_pos.y != window->Pos.y || old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) MarkIniSettingsDirty(window); - } - if (pos_target.x != FLT_MAX) - { - window->Pos = ImFloor(pos_target); - MarkIniSettingsDirty(window); - } - window->Size = window->SizeFull; - return ret_auto_fit; + // Recalculate next expected border expected coordinates + if (*border_held != -1) + g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, g.WindowsBorderHoverPadding); + + return ret_auto_fit_mask; } static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect) { - ImGuiContext& g = *GImGui; ImVec2 size_for_clamping = window->Size; - if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(window->Flags & ImGuiWindowFlags_NoTitleBar) || window->DockNodeAsHost)) + const bool move_from_title_bar_only = (window->BgClickFlags & ImGuiWindowBgClickFlags_Move) == 0; + if (move_from_title_bar_only && window->DockNodeAsHost) size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here. + else if (move_from_title_bar_only && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + size_for_clamping.y = window->TitleBarHeight; window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); } +static void RenderWindowOuterSingleBorder(ImGuiWindow* window, int border_n, ImU32 border_col, float border_size) +{ + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const float rounding = window->WindowRounding; + const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); + window->DrawList->PathStroke(border_col, ImDrawFlags_None, border_size); +} + static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) { ImGuiContext& g = *GImGui; - float rounding = window->WindowRounding; - float border_size = window->WindowBorderSize; - if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground)) - window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); - - int border_held = window->ResizeBorderHeld; - if (border_held != -1) + const float border_size = window->WindowBorderSize; + const ImU32 border_col = GetColorU32(ImGuiCol_Border); + if (border_size > 0.0f && (window->Flags & ImGuiWindowFlags_NoBackground) == 0) + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, border_col, window->WindowRounding, 0, window->WindowBorderSize); + else if (border_size > 0.0f) { - const ImGuiResizeBorderDef& def = resize_border_def[border_held]; - ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f); - window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); - window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); - window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual + if (window->ChildFlags & ImGuiChildFlags_ResizeX) // Similar code as 'resize_border_mask' computation in UpdateWindowManualResize() but we specifically only always draw explicit child resize border. + RenderWindowOuterSingleBorder(window, 1, border_col, border_size); + if (window->ChildFlags & ImGuiChildFlags_ResizeY) + RenderWindowOuterSingleBorder(window, 3, border_col, border_size); + } + if (window->ResizeBorderHovered != -1 || window->ResizeBorderHeld != -1) + { + const int border_n = (window->ResizeBorderHeld != -1) ? window->ResizeBorderHeld : window->ResizeBorderHovered; + const ImU32 border_col_resizing = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); + RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0f, window->WindowBorderSize)); // Thicker than usual } if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) { - float y = window->Pos.y + window->TitleBarHeight() - 1; - window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize); + float y = window->Pos.y + window->TitleBarHeight - 1; + window->DrawList->AddLine(ImVec2(window->Pos.x + border_size * 0.5f, y), ImVec2(window->Pos.x + window->Size.x - border_size * 0.5f, y), border_col, g.Style.FrameBorderSize); } } @@ -6317,9 +7477,10 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar ImGuiStyle& style = g.Style; ImGuiWindowFlags flags = window->Flags; - // Ensure that ScrollBar doesn't read last frame's SkipItems + // Ensure that Scrollbar() doesn't read last frame's SkipItems IM_ASSERT(window->BeginCount == 0); window->SkipItems = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; // Draw window + handle manual resize // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame. @@ -6330,7 +7491,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar // Title bar only const float backup_border_size = style.FrameBorderSize; g.Style.FrameBorderSize = window->WindowBorderSize; - ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && g.NavCursorVisible) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); if (window->ViewportOwned) title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse) RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); @@ -6358,7 +7519,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar // Adjust alpha. For docking bool override_alpha = false; float alpha = 1.0f; - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasBgAlpha) { alpha = g.NextWindowData.BgAlphaVal; override_alpha = true; @@ -6372,15 +7533,26 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); } - // Render, for docked windows and host windows we ensure bg goes before decorations + // Render, for docked windows and host windows we ensure BG goes before decorations if (window->DockIsActive) window->DockNode->LastBgColor = bg_col; - ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList; - if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) - bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); - bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); - if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) - bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); + if (flags & ImGuiWindowFlags_DockNodeHost) + bg_col = 0; + if (bg_col & IM_COL32_A_MASK) + { + ImRect bg_rect(window->Pos + ImVec2(0, window->TitleBarHeight), window->Pos + window->Size); + ImDrawFlags bg_rounding_flags; + if (window->DockIsActive) + bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, window->DockNode->HostWindow->Rect(), 0.0f); + else + bg_rounding_flags = (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersBottom; + ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList; + if (window->DockIsActive) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + bg_draw_list->AddRectFilled(bg_rect.Min, bg_rect.Max, bg_col, window_rounding, bg_rounding_flags); + if (window->DockIsActive) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); + } } if (window->DockIsActive) window->DockNode->IsBgDrawnThisFrame = true; @@ -6391,6 +7563,8 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) { ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + if (window->ViewportOwned) + title_bar_col |= IM_COL32_A_MASK; // No alpha window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop); } @@ -6399,17 +7573,17 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar { ImRect menu_bar_rect = window->MenuBarRect(); menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. - window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop); + window->DrawList->AddRectFilled(menu_bar_rect.Min, menu_bar_rect.Max, GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop); if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) - window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + window->DrawList->AddLine(menu_bar_rect.GetBL() + ImVec2(window_border_size * 0.5f, 0.0f), menu_bar_rect.GetBR() - ImVec2(window_border_size * 0.5f, 0.0f), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); } // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock ImGuiDockNode* node = window->DockNode; if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar()) { - float unhide_sz_draw = ImFloor(g.FontSize * 0.70f); - float unhide_sz_hit = ImFloor(g.FontSize * 0.55f); + float unhide_sz_draw = ImTrunc(g.FontSize * 0.70f); + float unhide_sz_hit = ImTrunc(g.FontSize * 0.55f); ImVec2 p = node->Pos; ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)); ImGuiID unhide_id = window->GetID("#UNHIDE"); @@ -6418,7 +7592,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren)) node->WantHiddenTabBarToggle = true; else if (held && IsMouseDragging(0)) - StartMouseMovingWindowOrNode(window, node, true); + StartMouseMovingWindowOrNode(window, node, true); // Undock from tab-bar triangle = same as window/collapse menu button // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size.. ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); @@ -6441,9 +7615,10 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar continue; const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); - window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); - window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); - window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); + const float border_inner = IM_ROUND(window_border_size * 0.5f); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(border_inner, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, border_inner))); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, border_inner) : ImVec2(border_inner, resize_grip_draw_size))); + window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + border_inner), corner.y + grip.InnerDir.y * (window_rounding + border_inner)), window_rounding, grip.AngleMin12, grip.AngleMax12); window->DrawList->PathFillConvex(col); } } @@ -6452,6 +7627,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar if (handle_borders_and_resize_grips && !window->DockNodeAsHost) RenderWindowOuterBorders(window); } + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; } // When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead. @@ -6501,8 +7677,13 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl // Close button if (has_close_button) + { + ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_NoFocus; if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) *p_open = false; + g.CurrentItemFlags = backup_item_flags; + } window->DC.NavLayerCurrent = ImGuiNavLayer_Main; g.CurrentItemFlags = item_flags_backup; @@ -6535,7 +7716,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f; if (marker_pos.x > layout_r.Min.x) { - RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text)); + RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_UnsavedMarker)); clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f)); } } @@ -6556,49 +7737,50 @@ void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags } if (parent_window && (flags & ImGuiWindowFlags_Popup)) window->RootWindowPopupTree = parent_window->RootWindowPopupTree; - if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ? + if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip))) // FIXME: simply use _NoTitleBar ? window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; - while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened) + while (window->RootWindowForNav->ChildFlags & ImGuiChildFlags_NavFlattened) { IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL); window->RootWindowForNav = window->RootWindowForNav->ParentWindow; } } -// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing) -// should be positioned behind that modal window, unless the window was created inside the modal begin-stack. -// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent. -// - WindowA // FindBlockingModal() returns Modal1 -// - WindowB // .. returns Modal1 -// - Modal1 // .. returns Modal2 -// - WindowC // .. returns Modal2 -// - WindowD // .. returns Modal2 -// - Modal2 // .. returns Modal2 -// - WindowE // .. returns NULL -// Notes: -// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL. -// Only difference is here we check for ->Active/WasActive but it may be unecessary. -ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) +// [EXPERIMENTAL] Called by Begin(). NextWindowData is valid at this point. +// This is designed as a toy/test-bed for +void ImGui::UpdateWindowSkipRefresh(ImGuiWindow* window) { ImGuiContext& g = *GImGui; - if (g.OpenPopupStack.Size <= 0) - return NULL; - - // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal. - for (ImGuiPopupData& popup_data : g.OpenPopupStack) + window->SkipRefresh = false; + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasRefreshPolicy) == 0) + return; + if (g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_TryToAvoidRefresh) { - ImGuiWindow* popup_window = popup_data.Window; - if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal)) - continue; - if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows. - continue; - if (window == NULL) // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click. - return popup_window; - if (IsWindowWithinBeginStackOf(window, popup_window)) // Window may be over modal - continue; - return popup_window; // Place window right below first block modal + // FIXME-IDLE: Tests for e.g. mouse clicks or keyboard while focused. + if (window->Appearing) // If currently appearing + return; + if (window->Hidden) // If was hidden (previous frame) + return; + if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnHover) && g.HoveredWindow) + if (window->RootWindow == g.HoveredWindow->RootWindow || IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, window)) + return; + if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnFocus) && g.NavWindow) + if (window->RootWindow == g.NavWindow->RootWindow || IsWindowWithinBeginStackOf(g.NavWindow->RootWindow, window)) + return; + window->DrawList = NULL; + window->SkipRefresh = true; } - return NULL; +} + +static void SetWindowActiveForSkipRefresh(ImGuiWindow* window) +{ + window->Active = true; + for (ImGuiWindow* child : window->DC.ChildWindows) + if (!child->Hidden) + { + child->Active = child->SkipRefresh = true; + SetWindowActiveForSkipRefresh(child); + } } // Push a new Dear ImGui window to add widgets to. @@ -6622,13 +7804,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window_just_created) window = CreateNewWindow(name, flags); + // [DEBUG] Debug break requested by user + if (g.DebugBreakInWindow == window->ID) + IM_DEBUG_BREAK(); + // Automatically disable manual moving/resizing when NoInputs is set if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; - if (flags & ImGuiWindowFlags_NavFlattened) - IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow); - const int current_frame = g.FrameCount; const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); @@ -6652,6 +7835,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); window->FlagsPreviousFrame = window->Flags; window->Flags = (ImGuiWindowFlags)flags; + window->ChildFlags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0; window->LastFrameActive = current_frame; window->LastTimeActive = (float)g.Time; window->BeginOrderWithinParent = 0; @@ -6665,14 +7849,16 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Docking // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1) IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasDock) SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond); if (first_begin_of_the_frame) { - bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL); - bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window); - bool dock_node_was_visible = window->DockNodeIsVisible; - bool dock_tab_was_visible = window->DockTabIsVisible; + const bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL); + const bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window); + const bool dock_node_was_visible = window->DockNodeIsVisible; + const bool dock_tab_was_visible = window->DockTabIsVisible; + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + if (has_dock_node || new_auto_dock_node) { BeginDocked(window, p_open); @@ -6680,7 +7866,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window->DockIsActive) { IM_ASSERT(window->DockNode != NULL); - g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints + g.NextWindowData.HasFlags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints } // Amend the Appearing flag @@ -6690,15 +7876,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); } } - else - { - window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; - } } // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window; - ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; + ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) ? parent_window_in_stack : NULL) : window->ParentWindow; IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); // We allow window memory to be compacted so recreate the base stack when needed. @@ -6706,29 +7888,48 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->IDStack.push_back(window->ID); // Add to stack - // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() g.CurrentWindow = window; - ImGuiWindowStackData window_stack_data; + g.CurrentWindowStack.resize(g.CurrentWindowStack.Size + 1); + ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back(); window_stack_data.Window = window; window_stack_data.ParentLastItemDataBackup = g.LastItemData; - window_stack_data.StackSizesOnBegin.SetToContextState(&g); - g.CurrentWindowStack.push_back(window_stack_data); + window_stack_data.DisabledOverrideReenable = (flags & ImGuiWindowFlags_Tooltip) && (g.CurrentItemFlags & ImGuiItemFlags_Disabled); + window_stack_data.DisabledOverrideReenableAlphaBackup = 0.0f; + ErrorRecoveryStoreState(&window_stack_data.StackSizesInBegin); + g.StackSizesInBeginForCurrentWindow = &window_stack_data.StackSizesInBegin; if (flags & ImGuiWindowFlags_ChildMenu) - g.BeginMenuCount++; + g.BeginMenuDepth++; // Update ->RootWindow and others pointers (before any possible call to FocusWindow) if (first_begin_of_the_frame) { UpdateWindowParentAndRootLinks(window, flags, parent_window); window->ParentWindowInBeginStack = parent_window_in_stack; + + // Focus route + // There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack, + // Use for e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798) + window->ParentWindowForFocusRoute = (window->RootWindow != window) ? parent_window_in_stack : NULL; + if (window->ParentWindowForFocusRoute == NULL && window->DockNode != NULL) + if (window->DockNode->MergedFlags & ImGuiDockNodeFlags_DockedWindowsInFocusRoute) + window->ParentWindowForFocusRoute = window->DockNode->HostWindow; + + // Override with SetNextWindowClass() field or direct call to SetWindowParentWindowForFocusRoute() + if (window->WindowClass.FocusRouteParentWindowId != 0) + { + window->ParentWindowForFocusRoute = FindWindowByID(window->WindowClass.FocusRouteParentWindowId); + IM_ASSERT(window->ParentWindowForFocusRoute != 0); // Invalid value for FocusRouteParentWindowId. + } + + // Inherit SetWindowFontScale() from parent until we fix this system... + window->FontWindowScaleParents = parent_window ? parent_window->FontWindowScaleParents * parent_window->FontWindowScale : 1.0f; } // Add to focus scope stack - PushFocusScope(window->ID); + PushFocusScope((window->ChildFlags & ImGuiChildFlags_NavFlattened) ? g.CurrentFocusScopeId : window->ID); window->NavRootFocusScopeId = g.CurrentFocusScopeId; - g.CurrentWindow = NULL; - // Add to popup stack + // Add to popup stacks: update OpenPopupStack[] data, push to BeginPopupStack[] if (flags & ImGuiWindowFlags_Popup) { ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; @@ -6739,10 +7940,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } // Process SetNextWindow***() calls - // (FIXME: Consider splitting the HasXXX flags into X/Y components + // (FIXME: Consider splitting the HasXXX flags into X/Y components) bool window_pos_set_by_api = false; bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) { window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) @@ -6758,13 +7959,17 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); } } - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) { window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); + if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) // Axis-specific conditions for BeginChild() + g.NextWindowData.SizeVal.x = window->SizeFull.x; + if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) + g.NextWindowData.SizeVal.y = window->SizeFull.y; SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); } - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasScroll) { if (g.NextWindowData.ScrollVal.x >= 0.0f) { @@ -6777,21 +7982,31 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->ScrollTargetCenterRatio.y = 0.0f; } } - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasContentSize) window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; else if (first_begin_of_the_frame) window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasWindowClass) window->WindowClass = g.NextWindowData.WindowClass; - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasCollapsed) SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasFocus) FocusWindow(window); if (window->Appearing) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); + // [EXPERIMENTAL] Skip Refresh mode + UpdateWindowSkipRefresh(window); + + // Nested root windows (typically tooltips) override disabled state + if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window) + BeginDisabledOverrideReenable(); + + // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() + g.CurrentWindow = NULL; + // When reusing window again multiple times a frame, just append content (don't need to setup again) - if (first_begin_of_the_frame) + if (first_begin_of_the_frame && !window->SkipRefresh) { // Initialize const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) @@ -6817,9 +8032,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) bool window_title_visible_elsewhere = false; if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive)) window_title_visible_elsewhere = true; - else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB + else if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->WasActive && (flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using Ctrl+Tab window_title_visible_elsewhere = true; - if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) + else if (flags & ImGuiWindowFlags_ChildMenu) + window_title_visible_elsewhere = true; + if ((window_title_visible_elsewhere || window_just_activated_by_user) && !window_just_created && strcmp(name, window->Name) != 0) { size_t buf_len = (size_t)window->NameBufLen; window->Name = ImStrdupcpy(window->Name, &buf_len, name); @@ -6865,7 +8082,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) WindowSelectViewport(window); SetCurrentViewport(window, window->Viewport); - window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; SetCurrentWindow(window); flags = window->Flags; @@ -6876,26 +8092,36 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->WindowBorderSize = style.ChildBorderSize; else window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; - if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) + window->WindowPadding = style.WindowPadding; + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f) window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); - else - window->WindowPadding = style.WindowPadding; // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + window->TitleBarHeight = (flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : g.FontSize + g.Style.FramePadding.y * 2.0f; + window->MenuBarHeight = (flags & ImGuiWindowFlags_MenuBar) ? window->DC.MenuBarOffset.y + g.FontSize + g.Style.FramePadding.y * 2.0f : 0.0f; + window->FontRefSize = g.FontSize; // Lock this to discourage calling window->CalcFontSize() outside of current window. + // Depending on condition we use previous or current window size to compare against contents size to decide if a scrollbar should be visible. + // Those flags will be altered further down in the function depending on more conditions. bool use_current_size_for_scrollbar_x = window_just_created; bool use_current_size_for_scrollbar_y = window_just_created; + if (window_size_x_set_by_api && window->ContentSizeExplicit.x != 0.0f) + use_current_size_for_scrollbar_x = true; + if (window_size_y_set_by_api && window->ContentSizeExplicit.y != 0.0f) // #7252 + use_current_size_for_scrollbar_y = true; // Collapse window by double-clicking on title bar // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive) { - // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar. + // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), + // so verify that we don't have items over the title bar. ImRect title_bar_rect = window->TitleBarRect(); - if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2) - window->WantCollapseToggle = true; + if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && g.ActiveId == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max)) + if (g.IO.MouseClickedCount[0] == 2 && GetKeyOwner(ImGuiKey_MouseLeft) == ImGuiKeyOwner_NoOwner) + window->WantCollapseToggle = true; if (window->WantCollapseToggle) { window->Collapsed = !window->Collapsed; @@ -6913,45 +8139,48 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // SIZE // Outer Decoration Sizes - // (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations). + // (we need to clear ScrollbarSize immediately as CalcWindowAutoFitSize() needs it and can be called from other locations). const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes; window->DecoOuterSizeX1 = 0.0f; window->DecoOuterSizeX2 = 0.0f; - window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight(); + window->DecoOuterSizeY1 = window->TitleBarHeight + window->MenuBarHeight; window->DecoOuterSizeY2 = 0.0f; window->ScrollbarSizes = ImVec2(0.0f, 0.0f); // Calculate auto-fit size, handle automatic resize - const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal); - if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) + // - Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. + // - We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. + // - Auto-fit may only grow window during the first few frames. { - // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. - if (!window_size_x_set_by_api) + const bool size_auto_fit_x_always = !window_size_x_set_by_api && (flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed; + const bool size_auto_fit_y_always = !window_size_y_set_by_api && (flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed; + const bool size_auto_fit_x_current = !window_size_x_set_by_api && (window->AutoFitFramesX > 0); + const bool size_auto_fit_y_current = !window_size_y_set_by_api && (window->AutoFitFramesY > 0); + int size_auto_fit_mask = 0; + if (size_auto_fit_x_always || size_auto_fit_x_current) + size_auto_fit_mask |= (1 << ImGuiAxis_X); + if (size_auto_fit_y_always || size_auto_fit_y_current) + size_auto_fit_mask |= (1 << ImGuiAxis_Y); + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal, size_auto_fit_mask); + + const ImVec2 old_size = window->SizeFull; + if (size_auto_fit_x_always || size_auto_fit_x_current) { - window->SizeFull.x = size_auto_fit.x; + if (size_auto_fit_x_always) + window->SizeFull.x = size_auto_fit.x; + else + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; use_current_size_for_scrollbar_x = true; } - if (!window_size_y_set_by_api) + if (size_auto_fit_y_always || size_auto_fit_y_current) { - window->SizeFull.y = size_auto_fit.y; + if (size_auto_fit_y_always) + window->SizeFull.y = size_auto_fit.y; + else + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; use_current_size_for_scrollbar_y = true; } - } - else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) - { - // Auto-fit may only grow window during the first few frames - // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. - if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) - { - window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; - use_current_size_for_scrollbar_x = true; - } - if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) - { - window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; - use_current_size_for_scrollbar_y = true; - } - if (!window->Collapsed) + if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) MarkIniSettingsDirty(window); } @@ -7000,7 +8229,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // FIXME-DPI //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong SetCurrentViewport(window, window->Viewport); - window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; SetCurrentWindow(window); } @@ -7025,21 +8253,32 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) { - // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport. - const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport); - visibility_rect.Min = monitor->WorkPos + visibility_padding; - visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding; + if (g.MovingWindow != NULL && window->RootWindowDockTree == g.MovingWindow->RootWindowDockTree) + { + // While moving windows we allow them to straddle monitors (#7299, #3071) + visibility_rect = g.PlatformMonitorsFullWorkRect; + } + else + { + // When not moving ensure visible in its monitor + // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport. + const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport); + visibility_rect = ImRect(monitor->WorkPos, monitor->WorkPos + monitor->WorkSize); + } + visibility_rect.Expand(-visibility_padding); ClampWindowPos(window, visibility_rect); } } - window->Pos = ImFloor(window->Pos); + window->Pos = ImTrunc(window->Pos); // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) // Large values tend to lead to variety of artifacts and are not recommended. - if (window->ViewportOwned || window->DockIsActive) + if ((flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive) + window->WindowRounding = style.ChildRounding; + else if (window->RootWindowDockTree->ViewportOwned) window->WindowRounding = 0.0f; else - window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; + window->WindowRounding = ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts. //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar)) @@ -7061,23 +8300,42 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { IM_ASSERT(window->IDStack.Size == 1); window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself. + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL); IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0); window->IDStack.Size = 1; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + } #endif // Decide if we are going to handle borders and resize grips - const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive); + // 'window->SkipItems' is not updated yet so for child windows we rely on ParentWindow to avoid submitting decorations. (#8815) + // Whenever we add support for full decorated child windows we will likely make this logic more general. + bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive); + if ((flags & ImGuiWindowFlags_ChildWindow) && window->ParentWindow->SkipItems) + handle_borders_and_resize_grips = false; // Handle manual resize: Resize Grips, Borders, Gamepad - int border_held = -1; + // Child windows can only be resized when they have the flags set. The resize grip allows resizing in both directions, so it should appear only if both flags are set. + int border_hovered = -1, border_held = -1; ImU32 resize_grip_col[4] = {}; - const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. - const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + int resize_grip_count; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) + resize_grip_count = ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->ChildFlags & ImGuiChildFlags_ResizeY)) ? 1 : 0; + else + resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. + + const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); if (handle_borders_and_resize_grips && !window->Collapsed) - if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) - use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; + if (int auto_fit_mask = UpdateWindowManualResize(window, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) + { + if (auto_fit_mask & (1 << ImGuiAxis_X)) + use_current_size_for_scrollbar_x = true; + if (auto_fit_mask & (1 << ImGuiAxis_Y)) + use_current_size_for_scrollbar_y = true; + } + window->ResizeBorderHovered = (signed char)border_hovered; window->ResizeBorderHeld = (signed char)border_held; // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either) @@ -7105,13 +8363,27 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)); ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame; ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; - float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; - float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + float size_for_scrollbars_x = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_for_scrollbars_y = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + bool scrollbar_x_prev = window->ScrollbarX; //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? - window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); - window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_for_scrollbars_y) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_for_scrollbars_x - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + + // Track when ScrollbarX visibility keeps toggling, which is a sign of a feedback loop, and stabilize by enforcing visibility (#3285, #8488) + // (Feedback loops of this sort can manifest in various situations, but combining horizontal + vertical scrollbar + using a clipper with varying width items is one frequent cause. + // The better solution is to, either (1) enforce visibility by using ImGuiWindowFlags_AlwaysHorizontalScrollbar or (2) declare stable contents width with SetNextWindowContentSize(), if you can compute it) + window->ScrollbarXStabilizeToggledHistory <<= 1; + window->ScrollbarXStabilizeToggledHistory |= (scrollbar_x_prev != window->ScrollbarX) ? 0x01 : 0x00; + const bool scrollbar_x_stabilize = (window->ScrollbarXStabilizeToggledHistory != 0) && ImCountSetBits(window->ScrollbarXStabilizeToggledHistory) >= 4; // 4 == half of bits in our U8 history. + if (scrollbar_x_stabilize) + window->ScrollbarX = true; + //if (scrollbar_x_stabilize && !window->ScrollbarXStabilizeEnabled) + // IMGUI_DEBUG_LOG("[scroll] Stabilize ScrollbarX for Window '%s'\n", window->Name); + window->ScrollbarXStabilizeEnabled = scrollbar_x_stabilize; + if (window->ScrollbarX && !window->ScrollbarY) - window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarY = (needed_size_from_last_frame.y > size_for_scrollbars_y - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar); window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); // Amend the partially filled window->DecorationXXX values. @@ -7133,7 +8405,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const ImRect title_bar_rect = window->TitleBarRect(); window->OuterRectClipped = outer_rect; if (window->DockIsActive) - window->OuterRectClipped.Min.y += window->TitleBarHeight(); + window->OuterRectClipped.Min.y += window->TitleBarHeight; window->OuterRectClipped.ClipWith(host_rect); // Inner rectangle @@ -7148,24 +8420,24 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2; // Inner clipping rectangle. - // Will extend a little bit outside the normal work region. - // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. - // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // - Extend a outside of normal work region up to borders. + // - This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. + // - It also makes clipped items be more noticeable. + // - And is consistent on both axis (prior to 2024/05/03 ClipRect used WindowPadding.x * 0.5f on left and right edge), see #3312 + // - Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. // Affected by window/frame border size. Used by: // - Begin() initial clip rect float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); - window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); - window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size); - window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); - window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); - window->InnerClipRect.ClipWithFull(host_rect); - // Default item width. Make it proportional to window size if window manually resizes - if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) - window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f); - else - window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f); + // Try to match the fact that our border is drawn centered over the window rectangle, rather than inner. + // This is why we do a *0.5f here. We don't currently even technically support large values for WindowBorderSize, + // see e.g #7887 #7888, but may do after we move the window border to become an inner border (and then we can remove the 0.5f here). + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + window->WindowBorderSize * 0.5f); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size * 0.5f); + window->InnerClipRect.Max.x = ImFloor(window->InnerRect.Max.x - window->WindowBorderSize * 0.5f); + window->InnerClipRect.Max.y = ImFloor(window->InnerRect.Max.y - window->WindowBorderSize * 0.5f); + window->InnerClipRect.ClipWithFull(host_rect); // SCROLLING @@ -7184,7 +8456,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Setup draw list and outer clipping rectangle IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0); - window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); + window->DrawList->PushTexture(g.Font->OwnerAtlas->TexRef); PushClipRect(host_rect.Min, host_rect.Max, false); // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71) @@ -7227,8 +8499,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); - window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); - window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); + window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); + window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; window->ParentWorkRect = window->WorkRect; @@ -7273,23 +8545,34 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.MenuBarAppending = false; window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user); window->DC.TreeDepth = 0; - window->DC.TreeJumpToParentOnPopMask = 0x00; + window->DC.TreeHasStackDataDepthMask = window->DC.TreeRecordsClippedNodesY2Mask = 0x00; window->DC.ChildWindows.resize(0); window->DC.StateStorage = &window->StateStorage; window->DC.CurrentColumns = NULL; window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; - window->DC.ItemWidth = window->ItemWidthDefault; - window->DC.TextWrapPos = -1.0f; // disabled + // Default item width. Make it proportional to window size if window manually resizes + const bool is_resizable_window = (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)); + if (is_resizable_window) + window->DC.ItemWidthDefault = ImTrunc(window->Size.x * 0.65f); + else + window->DC.ItemWidthDefault = ImTrunc(g.FontSize * 16.0f); + window->DC.ItemWidth = window->DC.ItemWidthDefault; window->DC.ItemWidthStack.resize(0); + window->DC.TextWrapPos = -1.0f; // Disabled window->DC.TextWrapPosStack.resize(0); + if (flags & ImGuiWindowFlags_Modal) + window->DC.ModalDimBgColor = ColorConvertFloat4ToU32(GetStyleColorVec4(ImGuiCol_ModalWindowDimBg)); if (window->AutoFitFramesX > 0) window->AutoFitFramesX--; if (window->AutoFitFramesY > 0) window->AutoFitFramesY--; + // Clear SetNextWindowXXX data (can aim to move this higher in the function) + g.NextWindowData.ClearFlags(); + // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) // We ImGuiFocusRequestFlags_UnlessBelowModal to: // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed. @@ -7300,29 +8583,33 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls // Close requested by platform window (apply to all windows in this viewport) + // FIXME: Investigate removing the 'window->Viewport != GetMainViewport()' test, which seems superfluous. if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport()) - { - IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name); - *p_open = false; - g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. // FIXME-NAV: Try removing. - } + if (window->DockNode == NULL || (window->DockNode->MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name); + *p_open = false; + g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on Alt-F4 so we disable Alt for menu toggle. False positive not an issue. // FIXME-NAV: Try removing. + } + + // Pressing Ctrl+C copy window content into the clipboard + // [EXPERIMENTAL] Breaks on nested Begin/End pairs. We need to work that out and add better logging scope. + // [EXPERIMENTAL] Text outputs has many issues. + if (g.IO.ConfigWindowsCopyContentsWithCtrlC) + if (g.NavWindow && g.NavWindow->RootWindow == window && g.ActiveId == 0 && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C)) + LogToClipboard(0); // Title bar if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open); + else if (!(flags & ImGuiWindowFlags_NoTitleBar) && window->DockIsActive) + LogText("%.*s\n", (int)(FindRenderedTextEnd(window->Name) - window->Name), window->Name); // Clear hit test shape every frame window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; - // Pressing CTRL+C while holding on a window copy its content to the clipboard - // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope. - // Maybe we can support CTRL+C on every element? - /* - //if (g.NavWindow == window && g.ActiveId == 0) - if (g.ActiveId == window->MoveId) - if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C)) - LogToClipboard(); - */ + if (flags & ImGuiWindowFlags_Tooltip) + g.TooltipPreviousWindow = window; if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) { @@ -7338,12 +8625,16 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) BeginDockableDragDropTarget(window); } + // Set default BgClickFlags + // This is set at the end of this function, so UpdateWindowManualResize()/ClampWindowPos() may use last-frame value if overridden by user code. + // FIXME: The general intent is that we will later expose config options to default to enable scrolling + select scrolling mouse button. + window->BgClickFlags = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->BgClickFlags : (g.IO.ConfigWindowsMoveFromTitleBarOnly ? ImGuiWindowBgClickFlags_None : ImGuiWindowBgClickFlags_Move); + // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). // This is useful to allow creating context menus on title bar only, etc. - if (window->DockIsActive) - SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect); - else - SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect); + window->DC.WindowItemStatusFlags = ImGuiItemStatusFlags_None; + window->DC.WindowItemStatusFlags |= IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0; + SetLastItemDataForWindow(window, title_bar_rect); // [DEBUG] #ifndef IMGUI_DISABLE_DEBUG_TOOLS @@ -7354,26 +8645,35 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // [Test Engine] Register title bar / tab with MoveId. #ifdef IMGUI_ENABLE_TEST_ENGINE if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) + { + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData); + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + } #endif } else { + // Skip refresh always mark active + if (window->SkipRefresh) + SetWindowActiveForSkipRefresh(window); + // Append SetCurrentViewport(window, window->Viewport); SetCurrentWindow(window); + g.NextWindowData.ClearFlags(); + SetLastItemDataForWindow(window, window->TitleBarRect()); } - if (!(flags & ImGuiWindowFlags_DockNodeHost)) + if (!(flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh) PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) window->WriteAccessed = false; window->BeginCount++; - g.NextWindowData.ClearFlags(); // Update visibility - if (first_begin_of_the_frame) + if (first_begin_of_the_frame && !window->SkipRefresh) { // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems. // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents. @@ -7387,23 +8687,25 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->HiddenFramesCanSkipItems = 1; } - if (flags & ImGuiWindowFlags_ChildWindow) + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu)) { // Child window can be out of sight and have "negative" clip windows. // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). - IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive)); - if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow?? - { - const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); - if (!g.LogEnabled && !nav_request) - if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0 || window->DockIsActive); + const bool nav_request = (window->ChildFlags & ImGuiChildFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (!g.LogEnabled && !nav_request) + if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + { + if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + window->HiddenFramesCannotSkipItems = 1; + else window->HiddenFramesCanSkipItems = 1; - } + } // Hide along with parent or if parent is collapsed if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) window->HiddenFramesCanSkipItems = 1; - if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) + if (parent_window && parent_window->HiddenFramesCannotSkipItems > 0) window->HiddenFramesCannotSkipItems = 1; } @@ -7439,15 +8741,23 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window->SkipItems && !window->Appearing) IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177 } + else if (first_begin_of_the_frame) + { + // Skip refresh mode + window->SkipItems = true; + } // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors. // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing) - if (!window->IsFallbackWindow && ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size))) - { - if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; } - if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; } - return false; - } +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (!window->IsFallbackWindow) + if ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)) + { + if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; } + if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; } + return false; + } +#endif return !window->SkipItems; } @@ -7463,21 +8773,31 @@ void ImGui::End() IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!"); return; } - IM_ASSERT(g.CurrentWindowStack.Size > 0); + ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back(); // Error checking: verify that user doesn't directly call End() on a child window. + if (window->Flags & ImGuiWindowFlags_Popup) + IM_ASSERT_USER_ERROR(g.WithinEndPopupID == window->ID, "Must call EndPopup() and not End()!"); if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive) - IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!"); + IM_ASSERT_USER_ERROR(g.WithinEndChildID == window->ID, "Must call EndChild() and not End()!"); // Close anything that is open if (window->DC.CurrentColumns) EndColumns(); - if (!(window->Flags & ImGuiWindowFlags_DockNodeHost)) // Pop inner window clip rectangle + if (!(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh) // Pop inner window clip rectangle PopClipRect(); PopFocusScope(); + if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window) + EndDisabledOverrideReenable(); + + if (window->SkipRefresh) + { + IM_ASSERT(window->DrawList == NULL); + window->DrawList = &window->DrawListInst; + } // Stop logging - if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging + if (g.LogWindow == window) // FIXME: add more options for scope of logging LogFinish(); if (window->DC.IsSetPos) @@ -7489,234 +8809,22 @@ void ImGui::End() host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding; // Pop from window stack - g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup; + g.LastItemData = window_stack_data.ParentLastItemDataBackup; if (window->Flags & ImGuiWindowFlags_ChildMenu) - g.BeginMenuCount--; + g.BeginMenuDepth--; if (window->Flags & ImGuiWindowFlags_Popup) g.BeginPopupStack.pop_back(); - g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g); + + // Error handling, state recovery + if (g.IO.ConfigErrorRecovery) + ErrorRecoveryTryToRecoverWindowState(&window_stack_data.StackSizesInBegin); + g.CurrentWindowStack.pop_back(); SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window); if (g.CurrentWindow) SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport); } -void ImGui::BringWindowToFocusFront(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(window == window->RootWindow); - - const int cur_order = window->FocusOrder; - IM_ASSERT(g.WindowsFocusOrder[cur_order] == window); - if (g.WindowsFocusOrder.back() == window) - return; - - const int new_order = g.WindowsFocusOrder.Size - 1; - for (int n = cur_order; n < new_order; n++) - { - g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1]; - g.WindowsFocusOrder[n]->FocusOrder--; - IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n); - } - g.WindowsFocusOrder[new_order] = window; - window->FocusOrder = (short)new_order; -} - -void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* current_front_window = g.Windows.back(); - if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better) - return; - for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window - if (g.Windows[i] == window) - { - memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); - g.Windows[g.Windows.Size - 1] = window; - break; - } -} - -void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - if (g.Windows[0] == window) - return; - for (int i = 0; i < g.Windows.Size; i++) - if (g.Windows[i] == window) - { - memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); - g.Windows[0] = window; - break; - } -} - -void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window) -{ - IM_ASSERT(window != NULL && behind_window != NULL); - ImGuiContext& g = *GImGui; - window = window->RootWindow; - behind_window = behind_window->RootWindow; - int pos_wnd = FindWindowDisplayIndex(window); - int pos_beh = FindWindowDisplayIndex(behind_window); - if (pos_wnd < pos_beh) - { - size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*); - memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes); - g.Windows[pos_beh - 1] = window; - } - else - { - size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*); - memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes); - g.Windows[pos_beh] = window; - } -} - -int ImGui::FindWindowDisplayIndex(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - return g.Windows.index_from_ptr(g.Windows.find(window)); -} - -// Moving window to front of display and set focus (which happens to be back of our sorted list) -void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags) -{ - ImGuiContext& g = *GImGui; - - // Modal check? - if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case. - if (ImGuiWindow* blocking_modal = FindBlockingModal(window)) - { - IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "", blocking_modal->Name); - if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) - BringWindowToDisplayBehind(window, blocking_modal); // Still bring to right below modal. - return; - } - - // Find last focused child (if any) and focus it instead. - if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL) - window = NavRestoreLastChildNavWindow(window); - - // Apply focus - if (g.NavWindow != window) - { - SetNavWindow(window); - if (window && g.NavDisableMouseHover) - g.NavMousePosDirty = true; - g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId - g.NavLayer = ImGuiNavLayer_Main; - g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0; - g.NavIdIsAlive = false; - g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; - - // Close popups if any - ClosePopupsOverWindow(window, false); - } - - // Move the root window to the top of the pile - IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL); - ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; - ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL; - ImGuiDockNode* dock_node = window ? window->DockNode : NULL; - bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow); - - // Steal active widgets. Some of the cases it triggers includes: - // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. - // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) - // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window. - if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) - if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host) - ClearActiveID(); - - // Passing NULL allow to disable keyboard focus - if (!window) - return; - window->LastFrameJustFocused = g.FrameCount; - - // Select in dock node - if (dock_node && dock_node->TabBar) - dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId; - - // Bring to front - BringWindowToFocusFront(focus_front_window); - if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) - BringWindowToDisplayFront(display_front_window); -} - -void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags) -{ - ImGuiContext& g = *GImGui; - int start_idx = g.WindowsFocusOrder.Size - 1; - if (under_this_window != NULL) - { - // Aim at root window behind us, if we are in a child window that's our own root (see #4640) - int offset = -1; - while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow) - { - under_this_window = under_this_window->ParentWindow; - offset = 0; - } - start_idx = FindWindowFocusIndex(under_this_window) + offset; - } - for (int i = start_idx; i >= 0; i--) - { - // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. - ImGuiWindow* window = g.WindowsFocusOrder[i]; - IM_ASSERT(window == window->RootWindow); - if (window == ignore_window || !window->WasActive) - continue; - if (filter_viewport != NULL && window->Viewport != filter_viewport) - continue; - if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) - { - // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set... - // This is failing (lagging by one frame) for docked windows. - // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B. - // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update) - // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself? - FocusWindow(window, flags); - return; - } - } - FocusWindow(NULL, flags); -} - -// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only. -void ImGui::SetCurrentFont(ImFont* font) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? - IM_ASSERT(font->Scale > 0.0f); - g.Font = font; - g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); - g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; - - ImFontAtlas* atlas = g.Font->ContainerAtlas; - g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; - g.DrawListSharedData.TexUvLines = atlas->TexUvLines; - g.DrawListSharedData.Font = g.Font; - g.DrawListSharedData.FontSize = g.FontSize; -} - -void ImGui::PushFont(ImFont* font) -{ - ImGuiContext& g = *GImGui; - if (!font) - font = GetDefaultFont(); - SetCurrentFont(font); - g.FontStack.push_back(font); - g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID); -} - -void ImGui::PopFont() -{ - ImGuiContext& g = *GImGui; - g.CurrentWindow->DrawList->PopTextureID(); - g.FontStack.pop_back(); - SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back()); -} - void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) { ImGuiContext& g = *GImGui; @@ -7733,7 +8841,7 @@ void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) void ImGui::PopItemFlag() { ImGuiContext& g = *GImGui; - IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack. + IM_ASSERT_USER_ERROR_RET(g.ItemFlagsStack.Size > 1, "Calling PopItemFlag() too many times!"); g.ItemFlagsStack.pop_back(); g.CurrentItemFlags = g.ItemFlagsStack.back(); } @@ -7742,8 +8850,9 @@ void ImGui::PopItemFlag() // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) // - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently. // - Feedback welcome at https://github.com/ocornut/imgui/issues/211 -// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. -// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag() +// - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions. +// (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) +// - Note: mixing up BeginDisabled() and PushItemFlag(ImGuiItemFlags_Disabled) is currently NOT SUPPORTED. void ImGui::BeginDisabled(bool disabled) { ImGuiContext& g = *GImGui; @@ -7755,14 +8864,14 @@ void ImGui::BeginDisabled(bool disabled) } if (was_disabled || disabled) g.CurrentItemFlags |= ImGuiItemFlags_Disabled; - g.ItemFlagsStack.push_back(g.CurrentItemFlags); + g.ItemFlagsStack.push_back(g.CurrentItemFlags); // FIXME-OPT: can we simply skip this and use DisabledStackSize? g.DisabledStackSize++; } void ImGui::EndDisabled() { ImGuiContext& g = *GImGui; - IM_ASSERT(g.DisabledStackSize > 0); + IM_ASSERT_USER_ERROR_RET(g.DisabledStackSize > 0, "Calling EndDisabled() too many times!"); g.DisabledStackSize--; bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; //PopItemFlag(); @@ -7772,36 +8881,44 @@ void ImGui::EndDisabled() g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar(); } -void ImGui::PushTabStop(bool tab_stop) +// Could have been called BeginDisabledDisable() but it didn't want to be award nominated for most awkward function name. +// Ideally we would use a shared e.g. BeginDisabled()->BeginDisabledEx() but earlier needs to be optimal. +// The whole code for this is awkward, will reevaluate if we find a way to implement SetNextItemDisabled(). +void ImGui::BeginDisabledOverrideReenable() { - PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentItemFlags & ImGuiItemFlags_Disabled); + g.CurrentWindowStack.back().DisabledOverrideReenableAlphaBackup = g.Style.Alpha; + g.Style.Alpha = g.DisabledAlphaBackup; + g.CurrentItemFlags &= ~ImGuiItemFlags_Disabled; + g.ItemFlagsStack.push_back(g.CurrentItemFlags); + g.DisabledStackSize++; } -void ImGui::PopTabStop() +void ImGui::EndDisabledOverrideReenable() { - PopItemFlag(); + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DisabledStackSize > 0); + g.DisabledStackSize--; + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); + g.Style.Alpha = g.CurrentWindowStack.back().DisabledOverrideReenableAlphaBackup; } -void ImGui::PushButtonRepeat(bool repeat) +// ATTENTION THIS IS IN LEGACY LOCAL SPACE. +void ImGui::PushTextWrapPos(float wrap_local_pos_x) { - PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); -} - -void ImGui::PopButtonRepeat() -{ - PopItemFlag(); -} - -void ImGui::PushTextWrapPos(float wrap_pos_x) -{ - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos); - window->DC.TextWrapPos = wrap_pos_x; + window->DC.TextWrapPos = wrap_local_pos_x; } void ImGui::PopTextWrapPos() { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT_USER_ERROR_RET(window->DC.TextWrapPosStack.Size > 0, "Calling PopTextWrapPos() too many times!"); window->DC.TextWrapPos = window->DC.TextWrapPosStack.back(); window->DC.TextWrapPosStack.pop_back(); } @@ -7837,6 +8954,15 @@ bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, return false; } +bool ImGui::IsWindowInBeginStack(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + for (int n = g.CurrentWindowStack.Size - 1; n >= 0; n--) + if (g.CurrentWindowStack[n].Window == window) + return true; + return false; +} + bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent) { if (window->RootWindow == potential_parent) @@ -7870,11 +8996,15 @@ bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_b return false; } +// Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. +// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, +// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! +// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) { - IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0 && "Invalid flags for IsWindowHovered()!"); - ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0, "Invalid flags for IsWindowHovered()!"); + ImGuiWindow* ref_window = g.HoveredWindow; ImGuiWindow* cur_window = g.CurrentWindow; if (ref_window == NULL) @@ -7905,40 +9035,17 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) // When changing hovered window we requires a bit of stationary delay before activating hover timer. // FIXME: We don't support delay other than stationary one for now, other delay would need a way - // to fullfill the possibility that multiple IsWindowHovered() with varying flag could return true + // to fulfill the possibility that multiple IsWindowHovered() with varying flag could return true // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache. // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow. if (flags & ImGuiHoveredFlags_ForTooltip) - flags |= g.Style.HoverFlagsForTooltipMouse; + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID) return false; return true; } -bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* ref_window = g.NavWindow; - ImGuiWindow* cur_window = g.CurrentWindow; - - if (ref_window == NULL) - return false; - if (flags & ImGuiFocusedFlags_AnyWindow) - return true; - - IM_ASSERT(cur_window); // Not inside a Begin()/End() - const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0; - const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0; - if (flags & ImGuiHoveredFlags_RootWindow) - cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); - - if (flags & ImGuiHoveredFlags_ChildWindows) - return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); - else - return (ref_window == cur_window); -} - ImGuiID ImGui::GetWindowDockID() { ImGuiContext& g = *GImGui; @@ -7951,14 +9058,6 @@ bool ImGui::IsWindowDocked() return g.CurrentWindow->DockIsActive; } -// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) -// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically. -// If you want a window to never be focused, you may use the e.g. NoInputs flag. -bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) -{ - return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); -} - float ImGui::GetWindowWidth() { ImGuiWindow* window = GImGui->CurrentWindow; @@ -7990,7 +9089,7 @@ void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) // Set const ImVec2 old_pos = window->Pos; - window->Pos = ImFloor(pos); + window->Pos = ImTrunc(pos); ImVec2 offset = window->Pos - old_pos; if (offset.x == 0.0f && offset.y == 0.0f) return; @@ -8029,18 +9128,22 @@ void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + // Enable auto-fit (not done in BeginChild() path unless appearing or combined with ImGuiChildFlags_AlwaysAutoResize) + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0) + window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0) + window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0; + // Set ImVec2 old_size = window->SizeFull; - window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0; - window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0; if (size.x <= 0.0f) window->AutoFitOnlyGrows = false; else - window->SizeFull.x = IM_FLOOR(size.x); + window->SizeFull.x = IM_TRUNC(size.x); if (size.y <= 0.0f) window->AutoFitOnlyGrows = false; else - window->SizeFull.y = IM_FLOOR(size.y); + window->SizeFull.y = IM_TRUNC(size.y); if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) MarkIniSettingsDirty(window); } @@ -8063,8 +9166,10 @@ void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond co return; window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); - // Set - window->Collapsed = collapsed; + // Queue applying in Begin() + if (window->WantCollapseToggle) + window->Collapsed ^= 1; + window->WantCollapseToggle = (window->Collapsed != collapsed); } void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size) @@ -8074,7 +9179,7 @@ void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const I window->HitTestHoleOffset = ImVec2ih(pos - window->Pos); } -void ImGui::SetWindowHiddendAndSkipItemsForCurrentFrame(ImGuiWindow* window) +void ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window) { window->Hidden = window->SkipItems = true; window->HiddenFramesCanSkipItems = 1; @@ -8103,29 +9208,11 @@ void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) SetWindowCollapsed(window, collapsed, cond); } -void ImGui::SetWindowFocus() -{ - FocusWindow(GImGui->CurrentWindow); -} - -void ImGui::SetWindowFocus(const char* name) -{ - if (name) - { - if (ImGuiWindow* window = FindWindowByName(name)) - FocusWindow(window); - } - else - { - FocusWindow(NULL); - } -} - void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot) { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasPos; g.NextWindowData.PosVal = pos; g.NextWindowData.PosPivotVal = pivot; g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; @@ -8136,33 +9223,37 @@ void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasSize; g.NextWindowData.SizeVal = size; g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; } +// For each axis: +// - Use 0.0f as min or FLT_MAX as max if you don't want limits, e.g. size_min = (500.0f, 0.0f), size_max = (FLT_MAX, FLT_MAX) sets a minimum width. +// - Use -1 for both min and max of same axis to preserve current size which itself is a constraint. +// - See "Demo->Examples->Constrained-resizing window" for examples. void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) { ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasSizeConstraint; g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); g.NextWindowData.SizeCallback = custom_callback; g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; } // Content size = inner scrollable rectangle, padded with WindowPadding. -// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. +// SetNextWindowContentSize(ImVec2(100,100)) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. void ImGui::SetNextWindowContentSize(const ImVec2& size) { ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; - g.NextWindowData.ContentSizeVal = ImFloor(size); + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasContentSize; + g.NextWindowData.ContentSizeVal = ImTrunc(size); } void ImGui::SetNextWindowScroll(const ImVec2& scroll) { ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasScroll; g.NextWindowData.ScrollVal = scroll; } @@ -8170,35 +9261,29 @@ void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasCollapsed; g.NextWindowData.CollapsedVal = collapsed; g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; } -void ImGui::SetNextWindowFocus() -{ - ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus; -} - void ImGui::SetNextWindowBgAlpha(float alpha) { ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasBgAlpha; g.NextWindowData.BgAlphaVal = alpha; } void ImGui::SetNextWindowViewport(ImGuiID id) { ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasViewport; g.NextWindowData.ViewportId = id; } void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond) { ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasDock; g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always; g.NextWindowData.DockId = id; } @@ -8207,10 +9292,18 @@ void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class) { ImGuiContext& g = *GImGui; IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasWindowClass; g.NextWindowData.WindowClass = *window_class; } +// This is experimental and meant to be a toy for exploring a future/wider range of features. +void ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasRefreshPolicy; + g.NextWindowData.RefreshFlagsVal = flags; +} + ImDrawList* ImGui::GetWindowDrawList() { ImGuiWindow* window = GetCurrentWindow(); @@ -8235,6 +9328,14 @@ ImFont* ImGui::GetFont() return GImGui->Font; } +ImFontBaked* ImGui::GetFontBaked() +{ + return GImGui->FontBaked; +} + +// Get current font size (= height in pixels) of current font, with global scale factors applied. +// - Use style.FontSizeBase to get value before global scale factors. +// - recap: ImGui::GetFontSize() == style.FontSizeBase * (style.FontScaleMain * style.FontScaleDpi * other_scaling_factors) float ImGui::GetFontSize() { return GImGui->FontSize; @@ -8245,28 +9346,60 @@ ImVec2 ImGui::GetFontTexUvWhitePixel() return GImGui->DrawListSharedData.TexUvWhitePixel; } +// Prefer using PushFont(NULL, style.FontSizeBase * factor), or use style.FontScaleMain to scale all windows. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS void ImGui::SetWindowFontScale(float scale) { IM_ASSERT(scale > 0.0f); - ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); window->FontWindowScale = scale; - g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); + UpdateCurrentFontSize(0.0f); } +#endif void ImGui::PushFocusScope(ImGuiID id) { ImGuiContext& g = *GImGui; - g.FocusScopeStack.push_back(id); + ImGuiFocusScopeData data; + data.ID = id; + data.WindowID = g.CurrentWindow->ID; + g.FocusScopeStack.push_back(data); g.CurrentFocusScopeId = id; } void ImGui::PopFocusScope() { ImGuiContext& g = *GImGui; - IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ? + IM_ASSERT_USER_ERROR_RET(g.FocusScopeStack.Size > g.StackSizesInBeginForCurrentWindow->SizeOfFocusScopeStack, "Calling PopFocusScope() too many times!"); g.FocusScopeStack.pop_back(); - g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0; + g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back().ID : 0; +} + +void ImGui::SetNavFocusScope(ImGuiID focus_scope_id) +{ + ImGuiContext& g = *GImGui; + g.NavFocusScopeId = focus_scope_id; + g.NavFocusRoute.resize(0); // Invalidate + if (focus_scope_id == 0) + return; + IM_ASSERT(g.NavWindow != NULL); + + // Store current path (in reverse order) + if (focus_scope_id == g.CurrentFocusScopeId) + { + // Top of focus stack contains local focus scopes inside current window + for (int n = g.FocusScopeStack.Size - 1; n >= 0 && g.FocusScopeStack.Data[n].WindowID == g.CurrentWindow->ID; n--) + g.NavFocusRoute.push_back(g.FocusScopeStack.Data[n]); + } + else if (focus_scope_id == g.NavWindow->NavRootFocusScopeId) + g.NavFocusRoute.push_back({ focus_scope_id, g.NavWindow->ID }); + else + return; + + // Then follow on manually set ParentWindowForFocusRoute field (#6798) + for (ImGuiWindow* window = g.NavWindow->ParentWindowForFocusRoute; window != NULL; window = window->ParentWindowForFocusRoute) + g.NavFocusRoute.push_back({ window->NavRootFocusScopeId, window->ID }); + IM_ASSERT(g.NavFocusRoute.Size < 100); // Maximum depth is technically 251 as per CalcRoutingScore(): 254 - 3 } // Focus = move navigation cursor, set scrolling, set focus window. @@ -8281,7 +9414,7 @@ void ImGui::FocusItem() return; } - ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight | ImGuiNavMoveFlags_NoSelect; + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible | ImGuiNavMoveFlags_NoSelect; ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; SetNavWindow(window); NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags); @@ -8316,7 +9449,7 @@ void ImGui::SetKeyboardFocusHere(int offset) SetNavWindow(window); - ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight; + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible; ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. if (offset == -1) @@ -8360,6 +9493,346 @@ ImGuiStorage* ImGui::GetStateStorage() return window->DC.StateStorage; } +bool ImGui::IsRectVisible(const ImVec2& size) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); +} + +bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); +} + +//----------------------------------------------------------------------------- +// [SECTION] FONTS, TEXTURES +//----------------------------------------------------------------------------- +// Most of the relevant font logic is in imgui_draw.cpp. +// Those are high-level support functions. +//----------------------------------------------------------------------------- +// - UpdateTexturesNewFrame() [Internal] +// - UpdateTexturesEndFrame() [Internal] +// - UpdateFontsNewFrame() [Internal] +// - UpdateFontsEndFrame() [Internal] +// - GetDefaultFont() [Internal] +// - RegisterUserTexture() [Internal] +// - UnregisterUserTexture() [Internal] +// - RegisterFontAtlas() [Internal] +// - UnregisterFontAtlas() [Internal] +// - SetCurrentFont() [Internal] +// - UpdateCurrentFontSize() [Internal] +// - SetFontRasterizerDensity() [Internal] +// - PushFont() +// - PopFont() +//----------------------------------------------------------------------------- + +static void ImGui::UpdateTexturesNewFrame() +{ + // Cannot update every atlases based on atlas's FrameCount < g.FrameCount, because an atlas may be shared by multiple contexts with different frame count. + ImGuiContext& g = *GImGui; + const bool has_textures = (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) != 0; + for (ImFontAtlas* atlas : g.FontAtlases) + { + if (atlas->OwnerContext == &g) + { + ImFontAtlasUpdateNewFrame(atlas, g.FrameCount, has_textures); + } + else + { + // (1) If you manage font atlases yourself, e.g. create a ImFontAtlas yourself you need to call ImFontAtlasUpdateNewFrame() on it. + // Otherwise, calling ImGui::CreateContext() without parameter will create an atlas owned by the context. + // (2) If you have multiple font atlases, make sure the 'atlas->RendererHasTextures' as specified in the ImFontAtlasUpdateNewFrame() call matches for that. + // (3) If you have multiple imgui contexts, they also need to have a matching value for ImGuiBackendFlags_RendererHasTextures. + IM_ASSERT(atlas->Builder != NULL && atlas->Builder->FrameCount != -1); + IM_ASSERT(atlas->RendererHasTextures == has_textures); + } + } +} + +// Build a single texture list +static void ImGui::UpdateTexturesEndFrame() +{ + ImGuiContext& g = *GImGui; + g.PlatformIO.Textures.resize(0); + for (ImFontAtlas* atlas : g.FontAtlases) + for (ImTextureData* tex : atlas->TexList) + { + // We provide this information so backends can decide whether to destroy textures. + // This means in practice that if N imgui contexts are created with a shared atlas, we assume all of them have a backend initialized. + tex->RefCount = (unsigned short)atlas->RefCount; + g.PlatformIO.Textures.push_back(tex); + } + for (ImTextureData* tex : g.UserTextures) + g.PlatformIO.Textures.push_back(tex); +} + +void ImGui::UpdateFontsNewFrame() +{ + ImGuiContext& g = *GImGui; + if ((g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0) + for (ImFontAtlas* atlas : g.FontAtlases) + atlas->Locked = true; + + if (g.Style._NextFrameFontSizeBase != 0.0f) + { + g.Style.FontSizeBase = g.Style._NextFrameFontSizeBase; + g.Style._NextFrameFontSizeBase = 0.0f; + } + + // Apply default font size the first time + ImFont* font = ImGui::GetDefaultFont(); + if (g.Style.FontSizeBase <= 0.0f) + g.Style.FontSizeBase = (font->LegacySize > 0.0f ? font->LegacySize : FONT_DEFAULT_SIZE_BASE); + + // Set initial font + g.Font = font; + g.FontSizeBase = g.Style.FontSizeBase; + g.FontSize = 0.0f; + ImFontStackData font_stack_data = { font, g.Style.FontSizeBase, g.Style.FontSizeBase }; // <--- Will restore FontSize + SetCurrentFont(font_stack_data.Font, font_stack_data.FontSizeBeforeScaling, 0.0f); // <--- but use 0.0f to enable scale + g.FontStack.push_back(font_stack_data); + IM_ASSERT(g.Font->IsLoaded()); +} + +void ImGui::UpdateFontsEndFrame() +{ + PopFont(); +} + +ImFont* ImGui::GetDefaultFont() +{ + ImGuiContext& g = *GImGui; + ImFontAtlas* atlas = g.IO.Fonts; + if (atlas->Builder == NULL || atlas->Fonts.Size == 0) + ImFontAtlasBuildMain(atlas); + return g.IO.FontDefault ? g.IO.FontDefault : atlas->Fonts[0]; +} + +// EXPERIMENTAL: DO NOT USE YET. +void ImGui::RegisterUserTexture(ImTextureData* tex) +{ + ImGuiContext& g = *GImGui; + tex->RefCount++; + g.UserTextures.push_back(tex); +} + +void ImGui::UnregisterUserTexture(ImTextureData* tex) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(tex->RefCount > 0); + tex->RefCount--; + g.UserTextures.find_erase(tex); +} + +void ImGui::RegisterFontAtlas(ImFontAtlas* atlas) +{ + ImGuiContext& g = *GImGui; + if (g.FontAtlases.Size == 0) + IM_ASSERT(atlas == g.IO.Fonts); + atlas->RefCount++; + g.FontAtlases.push_back(atlas); + ImFontAtlasAddDrawListSharedData(atlas, &g.DrawListSharedData); + for (ImTextureData* tex : atlas->TexList) + tex->RefCount = (unsigned short)atlas->RefCount; +} + +void ImGui::UnregisterFontAtlas(ImFontAtlas* atlas) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(atlas->RefCount > 0); + ImFontAtlasRemoveDrawListSharedData(atlas, &g.DrawListSharedData); + g.FontAtlases.find_erase(atlas); + atlas->RefCount--; + for (ImTextureData* tex : atlas->TexList) + tex->RefCount = (unsigned short)atlas->RefCount; +} + +// Use ImDrawList::_SetTexture(), making our shared g.FontStack[] authoritative against window-local ImDrawList. +// - Whereas ImDrawList::PushTexture()/PopTexture() is not to be used across Begin() calls. +// - Note that we don't propagate current texture id when e.g. Begin()-ing into a new window, we never really did... +// - Some code paths never really fully worked with multiple atlas textures. +// - The right-ish solution may be to remove _SetTexture() and make AddText/RenderText lazily call PushTexture()/PopTexture() +// the same way AddImage() does, but then all other primitives would also need to? I don't think we should tackle this problem +// because we have a concrete need and a test bed for multiple atlas textures. +// FIXME-NEWATLAS-V2: perhaps we can now leverage ImFontAtlasUpdateDrawListsTextures() ? +void ImGui::SetCurrentFont(ImFont* font, float font_size_before_scaling, float font_size_after_scaling) +{ + ImGuiContext& g = *GImGui; + g.Font = font; + g.FontSizeBase = font_size_before_scaling; + UpdateCurrentFontSize(font_size_after_scaling); + + if (font != NULL) + { + IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + IM_ASSERT(font->Scale > 0.0f); +#endif + ImFontAtlas* atlas = font->OwnerAtlas; + g.DrawListSharedData.FontAtlas = atlas; + g.DrawListSharedData.Font = font; + ImFontAtlasUpdateDrawListsSharedData(atlas); + if (g.CurrentWindow != NULL) + g.CurrentWindow->DrawList->_SetTexture(atlas->TexRef); + } +} + +void ImGui::UpdateCurrentFontSize(float restore_font_size_after_scaling) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.Style.FontSizeBase = g.FontSizeBase; + + // Restoring is pretty much only used by PopFont() + float final_size = (restore_font_size_after_scaling > 0.0f) ? restore_font_size_after_scaling : 0.0f; + if (final_size == 0.0f) + { + final_size = g.FontSizeBase; + + // Global scale factors + final_size *= g.Style.FontScaleMain; // Main global scale factor + final_size *= g.Style.FontScaleDpi; // Per-monitor/viewport DPI scale factor (in docking branch: automatically updated when io.ConfigDpiScaleFonts is enabled). + + // Window scale (mostly obsolete now) + if (window != NULL) + final_size *= window->FontWindowScale; + + // Legacy scale factors +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + final_size *= g.IO.FontGlobalScale; // Use style.FontScaleMain instead! + if (g.Font != NULL) + final_size *= g.Font->Scale; // Was never really useful. +#endif + } + + // Round font size + // - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet. + // - We may support it better later and remove this rounding. + final_size = GetRoundedFontSize(final_size); + final_size = ImClamp(final_size, 1.0f, IMGUI_FONT_SIZE_MAX); + if (g.Font != NULL && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures)) + g.Font->CurrentRasterizerDensity = g.FontRasterizerDensity; + + g.FontSize = final_size; + g.DrawListSharedData.FontSize = g.FontSize; + + // Early out to avoid hidden window keeping bakes referenced and out of GC reach. + // - However this leave a pretty subtle and damning error surface area if g.FontBaked was mismatching. + // Probably needs to be reevaluated into e.g. setting g.FontBaked = nullptr to mark it as dirty. + // - Note that 'PushFont(); Begin(); End(); PopFont()' from within any collapsed window is not compromised, because Begin() calls SetCurrentWindow()->...->UpdateCurrentSize() + if (window != NULL && window->SkipItems) + { + ImGuiTable* table = g.CurrentTable; + const bool allow_early_out = table == NULL || (table->CurrentColumn != -1 && table->Columns[table->CurrentColumn].IsSkipItems == false); // See 8465#issuecomment-2951509561 and #8865. Ideally the SkipItems=true in tables would be amended with extra data. + if (allow_early_out) + return; + } + + g.FontBaked = (g.Font != NULL && window != NULL) ? g.Font->GetFontBaked(final_size) : NULL; + g.FontBakedScale = (g.Font != NULL && window != NULL) ? (g.FontSize / g.FontBaked->Size) : 0.0f; + g.DrawListSharedData.FontScale = g.FontBakedScale; +} + +// Exposed in case user may want to override setting density. +// IMPORTANT: Begin()/End() is overriding density. Be considerate of this you change it. +void ImGui::SetFontRasterizerDensity(float rasterizer_density) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures); + if (g.FontRasterizerDensity == rasterizer_density) + return; + g.FontRasterizerDensity = rasterizer_density; + UpdateCurrentFontSize(0.0f); +} + +// If you want to scale an existing font size! Read comments in imgui.h! +void ImGui::PushFont(ImFont* font, float font_size_base) +{ + ImGuiContext& g = *GImGui; + if (font == NULL) // Before 1.92 (June 2025), PushFont(NULL) == PushFont(GetDefaultFont()) + font = g.Font; + IM_ASSERT(font != NULL); + IM_ASSERT(font_size_base >= 0.0f); + + g.FontStack.push_back({ g.Font, g.FontSizeBase, g.FontSize }); + if (font_size_base == 0.0f) + font_size_base = g.FontSizeBase; // Keep current font size + SetCurrentFont(font, font_size_base, 0.0f); +} + +void ImGui::PopFont() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR_RET(g.FontStack.Size > 0, "Calling PopFont() too many times!"); + ImFontStackData* font_stack_data = &g.FontStack.back(); + SetCurrentFont(font_stack_data->Font, font_stack_data->FontSizeBeforeScaling, font_stack_data->FontSizeAfterScaling); + g.FontStack.pop_back(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ID STACK +//----------------------------------------------------------------------------- + +// This is one of the very rare legacy case where we use ImGuiWindow methods, +// it should ideally be flattened at some point but it's been used a lots by widgets. +IM_MSVC_RUNTIME_CHECKS_OFF +ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfoId == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(const void* ptr) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfoId == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfoId == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); +#endif + return id; +} + +// This is only used in rare/specific situations to manufacture an ID out of nowhere. +// FIXME: Consider instead storing last non-zero ID + count of successive zero-ID, and combine those? +ImGuiID ImGuiWindow::GetIDFromPos(const ImVec2& p_abs) +{ + ImGuiID seed = IDStack.back(); + ImVec2 p_rel = ImGui::WindowPosAbsToRel(this, p_abs); + ImGuiID id = ImHashData(&p_rel, sizeof(p_rel), seed); + return id; +} + +// " +ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) +{ + ImGuiID seed = IDStack.back(); + ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs); + ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); + return id; +} + void ImGui::PushID(const char* str_id) { ImGuiContext& g = *GImGui; @@ -8397,36 +9870,42 @@ void ImGui::PushOverrideID(ImGuiID id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - if (g.DebugHookIdInfo == id) +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.DebugHookIdInfoId == id) DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL); +#endif window->IDStack.push_back(id); } // Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call -// (note that when using this pattern, TestEngine's "Stack Tool" will tend to not display the intermediate stack level. +// (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level. // for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more) ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) { ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS ImGuiContext& g = *GImGui; - if (g.DebugHookIdInfo == id) + if (g.DebugHookIdInfoId == id) DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); +#endif return id; } ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed) { ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS ImGuiContext& g = *GImGui; - if (g.DebugHookIdInfo == id) + if (g.DebugHookIdInfoId == id) DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); +#endif return id; } void ImGui::PopID() { ImGuiWindow* window = GImGui->CurrentWindow; - IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window? + IM_ASSERT_USER_ERROR_RET(window->IDStack.Size > 1, "Calling PopID() too many times!"); window->IDStack.pop_back(); } @@ -8448,22 +9927,18 @@ ImGuiID ImGui::GetID(const void* ptr_id) return window->GetID(ptr_id); } -bool ImGui::IsRectVisible(const ImVec2& size) +ImGuiID ImGui::GetID(int int_id) { ImGuiWindow* window = GImGui->CurrentWindow; - return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); + return window->GetID(int_id); } - -bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); -} - +IM_MSVC_RUNTIME_CHECKS_RESTORE //----------------------------------------------------------------------------- // [SECTION] INPUTS //----------------------------------------------------------------------------- +// - GetModForLRModKey() [Internal] +// - FixupKeyChord() [Internal] // - GetKeyData() [Internal] // - GetKeyIndex() [Internal] // - GetKeyName() @@ -8493,6 +9968,7 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) // - IsMouseDragPastThreshold() [Internal] // - IsMouseDragging() // - GetMousePos() +// - SetMousePos() [Internal] // - GetMousePosOnOpeningCurrentPopup() // - IsMousePosValid() // - IsAnyMouseDown() @@ -8524,35 +10000,41 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) // - Shortcut() [Internal] //----------------------------------------------------------------------------- +static ImGuiKeyChord GetModForLRModKey(ImGuiKey key) +{ + if (key == ImGuiKey_LeftCtrl || key == ImGuiKey_RightCtrl) + return ImGuiMod_Ctrl; + if (key == ImGuiKey_LeftShift || key == ImGuiKey_RightShift) + return ImGuiMod_Shift; + if (key == ImGuiKey_LeftAlt || key == ImGuiKey_RightAlt) + return ImGuiMod_Alt; + if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper) + return ImGuiMod_Super; + return ImGuiMod_None; +} + +ImGuiKeyChord ImGui::FixupKeyChord(ImGuiKeyChord key_chord) +{ + // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (IsLRModKey(key)) + key_chord |= GetModForLRModKey(key); + return key_chord; +} + ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key) { ImGuiContext& g = *ctx; // Special storage location for mods if (key & ImGuiMod_Mask_) - key = ConvertSingleModFlagToKey(ctx, key); + key = ConvertSingleModFlagToKey(key); -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END); - if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1) - key = (ImGuiKey)g.IO.KeyMap[key]; // Remap native->imgui or imgui->native -#else IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code."); -#endif - return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET]; + return &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN]; } -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO -ImGuiKey ImGui::GetKeyIndex(ImGuiKey key) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(IsNamedKey(key)); - const ImGuiKeyData* key_data = GetKeyData(key); - return (ImGuiKey)(key_data - g.IO.KeysData); -} -#endif - -// Those names a provided for debugging purpose and are not meant to be saved persistently not compared. +// Those names are provided for debugging purpose and are not meant to be saved persistently nor compared. static const char* const GKeyNames[] = { "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown", @@ -8561,11 +10043,13 @@ static const char* const GKeyNames[] = "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", + "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24", "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket", "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen", "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", + "AppBack", "AppForward", "Oem102", "GamepadStart", "GamepadBack", "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown", "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown", @@ -8575,44 +10059,41 @@ static const char* const GKeyNames[] = "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY", "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names. }; -IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames)); +IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_COUNTOF(GKeyNames)); const char* ImGui::GetKeyName(ImGuiKey key) { - ImGuiContext& g = *GImGui; -#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO - IM_ASSERT((IsNamedKeyOrModKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); -#else - if (IsLegacyKey(key)) - { - if (g.IO.KeyMap[key] == -1) - return "N/A"; - IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key])); - key = (ImGuiKey)g.IO.KeyMap[key]; - } -#endif if (key == ImGuiKey_None) return "None"; + IM_ASSERT(IsNamedKeyOrMod(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); if (key & ImGuiMod_Mask_) - key = ConvertSingleModFlagToKey(&g, key); + key = ConvertSingleModFlagToKey(key); if (!IsNamedKey(key)) return "Unknown"; return GKeyNames[key - ImGuiKey_NamedKey_BEGIN]; } -// ImGuiMod_Shortcut is translated to either Ctrl or Super. -void ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size) +// Return untranslated names: on macOS, Cmd key will show as Ctrl, Ctrl key will show as super. +// Lifetime of return value: valid until next call to same function. +const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord) { ImGuiContext& g = *GImGui; - if (key_chord & ImGuiMod_Shortcut) - key_chord = ConvertShortcutMod(key_chord); - ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s", + + const ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (IsLRModKey(key)) + key_chord &= ~GetModForLRModKey(key); // Return "Ctrl+LeftShift" instead of "Ctrl+Shift+LeftShift" + ImFormatString(g.TempKeychordName, IM_COUNTOF(g.TempKeychordName), "%s%s%s%s%s", (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "", (key_chord & ImGuiMod_Shift) ? "Shift+" : "", (key_chord & ImGuiMod_Alt) ? "Alt+" : "", - (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "", - GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_))); + (key_chord & ImGuiMod_Super) ? "Super+" : "", + (key != ImGuiKey_None || key_chord == ImGuiKey_None) ? GetKeyName(key) : ""); + size_t len; + if (key == ImGuiKey_None && key_chord != 0) + if ((len = ImStrlen(g.TempKeychordName)) != 0) // Remove trailing '+' + g.TempKeychordName[len - 1] = 0; + return g.TempKeychordName; } // t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) @@ -8626,7 +10107,7 @@ int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, flo if (t0 >= t1) return 0; if (repeat_rate <= 0.0f) - return (t0 < repeat_delay) && (t1 >= repeat_delay); + return t0 < repeat_delay && t1 >= repeat_delay; const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); const int count = count_t1 - count_t0; @@ -8679,19 +10160,24 @@ static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex) { routing_entry = &rt->Entries[old_routing_idx]; + routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore; routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry - routing_entry->RoutingNext = ImGuiKeyOwner_None; - routing_entry->RoutingNextScore = 255; - if (routing_entry->RoutingCurr == ImGuiKeyOwner_None) + routing_entry->RoutingNext = ImGuiKeyOwner_NoOwner; + routing_entry->RoutingNextScore = 0; + if (routing_entry->RoutingCurr == ImGuiKeyOwner_NoOwner) continue; rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer // Apply routing to owner if there's no owner already (RoutingCurr == None at this point) + // This is the result of previous frame's SetShortcutRouting() call. if (routing_entry->Mods == g.IO.KeyMods) { ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); - if (owner_data->OwnerCurr == ImGuiKeyOwner_None) + if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner) + { owner_data->OwnerCurr = routing_entry->RoutingCurr; + //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X) via Routing\n", GetKeyName(key), routing_entry->RoutingCurr); + } } } @@ -8707,7 +10193,7 @@ static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id) { ImGuiContext& g = *GImGui; - return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId; + return (owner_id != ImGuiKeyOwner_NoOwner && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId; } ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) @@ -8721,12 +10207,10 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) ImGuiContext& g = *GImGui; ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; ImGuiKeyRoutingData* routing_data; - if (key_chord & ImGuiMod_Shortcut) - key_chord = ConvertShortcutMod(key_chord); ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); if (key == ImGuiKey_None) - key = ConvertSingleModFlagToKey(&g, mods); + key = ConvertSingleModFlagToKey(mods); IM_ASSERT(IsNamedKey(key)); // Get (in the majority of case, the linked list will have one element so this should be 2 reads. @@ -8748,25 +10232,24 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) return routing_data; } -// Current score encoding (lower is highest priority): -// - 0: ImGuiInputFlags_RouteGlobalHigh -// - 1: ImGuiInputFlags_RouteFocused (if item active) -// - 2: ImGuiInputFlags_RouteGlobal -// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack) -// - 254: ImGuiInputFlags_RouteGlobalLow -// - 255: never route +// Current score encoding +// - 0: Never route +// - 1: ImGuiInputFlags_RouteGlobal (lower priority) +// - 100..199: ImGuiInputFlags_RouteFocused (if window in focus-stack) +// 200: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused +// 300: ImGuiInputFlags_RouteActive or ImGuiInputFlags_RouteFocused (if item active) +// 400: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive +// - 500..599: ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteOverActive (if window in focus-stack) (higher priority) // 'flags' should include an explicit routing policy -static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags) +static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags) { + ImGuiContext& g = *GImGui; if (flags & ImGuiInputFlags_RouteFocused) { - ImGuiContext& g = *GImGui; - ImGuiWindow* focused = g.NavWindow; - - // ActiveID gets top priority + // ActiveID gets high priority // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it) if (owner_id != 0 && g.ActiveId == owner_id) - return 1; + return 300; // Score based on distance to focused window (lower is better) // Assuming both windows are submitting a routing request, @@ -8774,65 +10257,148 @@ static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputF // - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best) // Assuming only WindowA is submitting a routing request, // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score. - if (focused != NULL && focused->RootWindow == location->RootWindow) - for (int next_score = 3; focused != NULL; next_score++) + // This essentially follow the window->ParentWindowForFocusRoute chain. + if (focus_scope_id == 0) + return 0; + for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++) + if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id) { - if (focused == location) - { - IM_ASSERT(next_score < 255); - return next_score; - } - focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path + if (flags & ImGuiInputFlags_RouteOverActive) // && g.ActiveId != 0 && g.ActiveId != owner_id) + return 599 - index_in_focus_path; + else + return 199 - index_in_focus_path; } - return 255; + return 0; } - - // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional - if (flags & ImGuiInputFlags_RouteGlobal) - return 2; - if (flags & ImGuiInputFlags_RouteGlobalLow) - return 254; + else if (flags & ImGuiInputFlags_RouteActive) + { + if (owner_id != 0 && g.ActiveId == owner_id) + return 300; + return 0; + } + else if (flags & ImGuiInputFlags_RouteGlobal) + { + if (flags & ImGuiInputFlags_RouteOverActive) + return 400; + if (owner_id != 0 && g.ActiveId == owner_id) + return 300; + if (flags & ImGuiInputFlags_RouteOverFocused) + return 200; + return 1; + } + IM_ASSERT(0); return 0; } +// - We need this to filter some Shortcut() routes when an item e.g. an InputText() is active +// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be. +// - This is also used by UpdateInputEvents() to avoid trickling in the most common case of e.g. pressing ImGuiKey_G also emitting a G character. +static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord) +{ + // Mimic 'ignore_char_inputs' logic in InputText() + ImGuiContext& g = *GImGui; + + // When the right mods are pressed it cannot be a char input so we won't filter the shortcut out. + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Ctrl)); + if (ignore_char_inputs) + return false; + + // Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + return false; + return g.KeysMayBeCharInput.TestBit(key); +} + // Request a desired route for an input chord (key + mods). // Return true if the route is available this frame. // - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state. // (Conceptually this does a "Submit for next frame" + "Test for current frame". // As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.) -// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) -// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut. -bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) { ImGuiContext& g = *GImGui; - if ((flags & ImGuiInputFlags_RouteMask_) == 0) - flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut() + if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0) + flags |= ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut() else - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteTypeMask_)); // Check that only 1 routing flag is used + IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_NoOwner); + if (flags & (ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteUnlessBgFocused)) + IM_ASSERT(flags & ImGuiInputFlags_RouteGlobal); + if (flags & ImGuiInputFlags_RouteOverActive) + IM_ASSERT(flags & (ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteFocused)); + + // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + key_chord = FixupKeyChord(key_chord); + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInShortcutRouting == key_chord) + IM_DEBUG_BREAK(); if (flags & ImGuiInputFlags_RouteUnlessBgFocused) if (g.NavWindow == NULL) return false; - if (flags & ImGuiInputFlags_RouteAlways) - return true; - const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags); - if (score == 255) + // Note how ImGuiInputFlags_RouteAlways won't set routing and thus won't set owner. May want to rework this? + if (flags & ImGuiInputFlags_RouteAlways) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> always, no register\n", GetKeyChordName(key_chord), flags, owner_id); + return true; + } + + // Specific culling when there's an active item. + if (g.ActiveId != 0 && g.ActiveId != owner_id) + { + if (flags & ImGuiInputFlags_RouteActive) + return false; + + // Cull shortcuts with no modifiers when it could generate a character. + // e.g. Shortcut(ImGuiKey_G) also generates 'g' character, should not trigger when InputText() is active. + // but Shortcut(Ctrl+G) should generally trigger when InputText() is active. + // TL;DR: lettered shortcut with no mods or with only Alt mod will not trigger while an item reading text input is active. + // (We cannot filter based on io.InputQueueCharacters[] contents because of trickling and key<>chars submission order are undefined) + if (g.IO.WantTextInput && IsKeyChordPotentiallyCharInput(key_chord)) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> filtered as potential char input\n", GetKeyChordName(key_chord), flags, owner_id); + return false; + } + + // ActiveIdUsingAllKeyboardKeys trumps all for ActiveId + if ((flags & ImGuiInputFlags_RouteOverActive) == 0 && g.ActiveIdUsingAllKeyboardKeys) + { + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey((ImGuiKey)(key_chord & ImGuiMod_Mask_)); + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + } + } + + // Where do we evaluate route for? + ImGuiID focus_scope_id = g.CurrentFocusScopeId; + if (flags & ImGuiInputFlags_RouteFromRootWindow) + focus_scope_id = g.CurrentWindow->RootWindow->ID; // See PushFocusScope() call in Begin() + + const int score = CalcRoutingScore(focus_scope_id, owner_id, flags); + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> score %d\n", GetKeyChordName(key_chord), flags, owner_id, score); + if (score == 0) return false; // Submit routing for NEXT frame (assuming score is sufficient) - // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <). + // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using >= instead of >). ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); - const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); - //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore); - if (score < routing_data->RoutingNextScore) + //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score >= routing_data->RoutingNextScore) : (score > routing_data->RoutingNextScore); + if (score > routing_data->RoutingNextScore) { - routing_data->RoutingNext = routing_id; - routing_data->RoutingNextScore = (ImU8)score; + routing_data->RoutingNext = owner_id; + routing_data->RoutingNextScore = (ImU16)score; } // Return routing state for CURRENT frame - return routing_data->RoutingCurr == routing_id; + if (routing_data->RoutingCurr == owner_id) + IMGUI_DEBUG_LOG_INPUTROUTING("--> granting current route\n"); + return routing_data->RoutingCurr == owner_id; } // Currently unused by core (but used by tests) @@ -8840,6 +10406,7 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id) { const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); + key_chord = FixupKeyChord(key_chord); ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry. return routing_data->RoutingCurr == routing_id; } @@ -8863,11 +10430,11 @@ bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id) bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat) { - return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None); + return IsKeyPressed(key, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any); } -// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat. -bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) +// Important: unlike legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat. +bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id) { const ImGuiKeyData* key_data = GetKeyData(key); if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) @@ -8876,13 +10443,28 @@ bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) if (t < 0.0f) return false; IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function! + if (flags & (ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_)) // Setting any _RepeatXXX option enables _Repeat + flags |= ImGuiInputFlags_Repeat; bool pressed = (t == 0.0f); - if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0)) + if (!pressed && (flags & ImGuiInputFlags_Repeat) != 0) { float repeat_delay, repeat_rate; GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate); pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0; + if (pressed && (flags & ImGuiInputFlags_RepeatUntilMask_)) + { + // Slightly bias 'key_pressed_time' as DownDuration is an accumulation of DeltaTime which we compare to an absolute time value. + // Ideally we'd replace DownDuration with KeyPressedTime but it would break user's code. + ImGuiContext& g = *GImGui; + double key_pressed_time = g.Time - t + 0.00001f; + if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChange) && (g.LastKeyModsChangeTime > key_pressed_time)) + pressed = false; + if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone) && (g.LastKeyModsChangeFromNoneTime > key_pressed_time)) + pressed = false; + if ((flags & ImGuiInputFlags_RepeatUntilOtherKeyPress) && (g.LastKeyboardKeyPressTime > key_pressed_time)) + pressed = false; + } } if (!pressed) return false; @@ -8909,32 +10491,32 @@ bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id) bool ImGui::IsMouseDown(ImGuiMouseButton button) { ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array. } bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id) { ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array. } bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) { - return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None); + return IsMouseClicked(button, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any); } -bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags) +bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id) { ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) return false; const float t = g.IO.MouseDownDuration[button]; if (t < 0.0f) return false; - IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function! + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsMouseClicked) == 0); // Passing flags not supported by this function! // FIXME: Could support RepeatRate and RepeatUntil flags here. const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0; const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0); @@ -8950,28 +10532,46 @@ bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInput bool ImGui::IsMouseReleased(ImGuiMouseButton button) { ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any) } bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id) { ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id) } +// Use if you absolutely need to distinguish single-click from double-click by introducing a delay. +// Generally use with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount == 1' test. +// This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single click on an icon to rename. +bool ImGui::IsMouseReleasedWithDelay(ImGuiMouseButton button, float delay) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); + const float time_since_release = (float)(g.Time - g.IO.MouseReleasedTime[button]); + return !IsMouseDown(button) && (time_since_release - g.IO.DeltaTime < delay) && (time_since_release >= delay); +} + bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) { ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); } +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), owner_id); +} + int ImGui::GetMouseClickedCount(ImGuiMouseButton button) { ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); return g.IO.MouseClickedCount[button]; } @@ -8987,9 +10587,8 @@ bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool c if (clip) rect_clipped.ClipWith(g.CurrentWindow->ClipRect); - // Expand for touch input - const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding); - if (!rect_for_touch.Contains(g.IO.MousePos)) + // Hit testing, expanded for touch input + if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding)) return false; if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped)) return false; @@ -9001,7 +10600,7 @@ bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool c bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) { ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); if (lock_threshold < 0.0f) lock_threshold = g.IO.MouseDragThreshold; return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; @@ -9010,7 +10609,7 @@ bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_thresho bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold) { ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); if (!g.IO.MouseDown[button]) return false; return IsMouseDragPastThreshold(button, lock_threshold); @@ -9022,6 +10621,17 @@ ImVec2 ImGui::GetMousePos() return g.IO.MousePos; } +// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well. +// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend. +void ImGui::TeleportMousePos(const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + g.IO.MousePos = g.IO.MousePosPrev = pos; + g.IO.MouseDelta = ImVec2(0.0f, 0.0f); + g.IO.WantSetMousePos = true; + //IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y); +} + // NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() { @@ -9046,7 +10656,7 @@ bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) bool ImGui::IsAnyMouseDown() { ImGuiContext& g = *GImGui; - for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) + for (int n = 0; n < IM_COUNTOF(g.IO.MouseDown); n++) if (g.IO.MouseDown[n]) return true; return false; @@ -9058,7 +10668,7 @@ bool ImGui::IsAnyMouseDown() ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) { ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); if (lock_threshold < 0.0f) lock_threshold = g.IO.MouseDragThreshold; if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) @@ -9071,7 +10681,7 @@ ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) { ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + IM_ASSERT(button >= 0 && button < IM_COUNTOF(g.IO.MouseDown)); // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr g.IO.MouseClickedPos[button] = g.IO.MousePos; } @@ -9086,6 +10696,9 @@ ImGuiMouseCursor ImGui::GetMouseCursor() return g.MouseCursor; } +// We intentionally accept values of ImGuiMouseCursor that are outside our bounds, in case users needs to hack-in a custom cursor value. +// Custom cursors may be handled by custom backends. If you are using a standard backend and want to hack in a custom cursor, you may +// handle it before the backend _NewFrame() call and temporarily set ImGuiConfigFlags_NoMouseCursorChange during the backend _NewFrame() call. void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) { ImGuiContext& g = *GImGui; @@ -9103,11 +10716,12 @@ static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value) // [Internal] Do not use directly static ImGuiKeyChord GetMergedModsFromKeys() { + // Bypass IsKeyDown() for the unlikely case where user used a ImGuiInputFlags_LockXXXX on those. ImGuiKeyChord mods = 0; - if (ImGui::IsKeyDown(ImGuiMod_Ctrl)) { mods |= ImGuiMod_Ctrl; } - if (ImGui::IsKeyDown(ImGuiMod_Shift)) { mods |= ImGuiMod_Shift; } - if (ImGui::IsKeyDown(ImGuiMod_Alt)) { mods |= ImGuiMod_Alt; } - if (ImGui::IsKeyDown(ImGuiMod_Super)) { mods |= ImGuiMod_Super; } + if (ImGui::GetKeyData(ImGuiMod_Ctrl)->Down) { mods |= ImGuiMod_Ctrl; } + if (ImGui::GetKeyData(ImGuiMod_Shift)->Down) { mods |= ImGuiMod_Shift; } + if (ImGui::GetKeyData(ImGuiMod_Alt)->Down) { mods |= ImGuiMod_Alt; } + if (ImGui::GetKeyData(ImGuiMod_Super)->Down) { mods |= ImGuiMod_Super; } return mods; } @@ -9116,72 +10730,8 @@ static void ImGui::UpdateKeyboardInputs() ImGuiContext& g = *GImGui; ImGuiIO& io = g.IO; - // Import legacy keys or verify they are not used -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - if (io.BackendUsingLegacyKeyArrays == 0) - { - // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally. - for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++) - IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); - } - else - { - if (g.FrameCount == 0) - for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) - IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!"); - - // Build reverse KeyMap (Named -> Legacy) - for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) - if (io.KeyMap[n] != -1) - { - IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n])); - io.KeyMap[io.KeyMap[n]] = n; - } - - // Import legacy keys into new ones - for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) - if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1) - { - const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n); - IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key)); - io.KeysData[key].Down = io.KeysDown[n]; - if (key != n) - io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends - io.BackendUsingLegacyKeyArrays = 1; - } - if (io.BackendUsingLegacyKeyArrays == 1) - { - GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl; - GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift; - GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt; - GetKeyData(ImGuiMod_Super)->Down = io.KeySuper; - } - } - -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; - if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active) - { - #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0) - #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0) - MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate); - MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel); - MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu); - MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input); - MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft); - MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight); - MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp); - MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown); - MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow); - MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast); - MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft); - MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight); - MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp); - MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown); - #undef NAV_MAP_KEY - } -#endif -#endif + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + io.ClearInputKeys(); // Update aliases for (int n = 0; n < ImGuiMouseButton_COUNT; n++) @@ -9189,43 +10739,56 @@ static void ImGui::UpdateKeyboardInputs() UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH); UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel); - // Synchronize io.KeyMods and io.KeyXXX values. + // Synchronize io.KeyMods and io.KeyCtrl/io.KeyShift/etc. values. // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array. // - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array. // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing. + const ImGuiKeyChord prev_key_mods = io.KeyMods; io.KeyMods = GetMergedModsFromKeys(); io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0; io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0; io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0; io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0; + if (prev_key_mods != io.KeyMods) + g.LastKeyModsChangeTime = g.Time; + if (prev_key_mods != io.KeyMods && prev_key_mods == 0) + g.LastKeyModsChangeFromNoneTime = g.Time; // Clear gamepad data if disabled if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0) - for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++) + for (int key = ImGuiKey_Gamepad_BEGIN; key < ImGuiKey_Gamepad_END; key++) { - io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false; - io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f; + io.KeysData[key - ImGuiKey_NamedKey_BEGIN].Down = false; + io.KeysData[key - ImGuiKey_NamedKey_BEGIN].AnalogValue = 0.0f; } // Update keys - for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++) + for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++) { - ImGuiKeyData* key_data = &io.KeysData[i]; + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN]; key_data->DownDurationPrev = key_data->DownDuration; key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f; + if (key_data->DownDuration == 0.0f) + { + if (IsKeyboardKey((ImGuiKey)key)) + g.LastKeyboardKeyPressTime = g.Time; + else if (key == ImGuiKey_ReservedForModCtrl || key == ImGuiKey_ReservedForModShift || key == ImGuiKey_ReservedForModAlt || key == ImGuiKey_ReservedForModSuper) + g.LastKeyboardKeyPressTime = g.Time; + } } // Update keys/input owner (named keys only): one entry per key for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { - ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET]; + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN]; ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; owner_data->OwnerCurr = owner_data->OwnerNext; if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp. - owner_data->OwnerNext = ImGuiKeyOwner_None; + owner_data->OwnerNext = ImGuiKeyOwner_NoOwner; owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore } + // Update key routing (for e.g. shortcuts) UpdateKeyRoutingTable(&g.KeysRoutingTable); } @@ -9235,7 +10798,7 @@ static void ImGui::UpdateMouseInputs() ImGuiIO& io = g.IO; // Mouse Wheel swapping flag - // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead + // As a standard behavior holding Shift while using Vertical Mouse Wheel triggers Horizontal scroll instead // - We avoid doing it on OSX as it the OS input layer handles this already. // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature. // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source. @@ -9243,7 +10806,7 @@ static void ImGui::UpdateMouseInputs() // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) if (IsMousePosValid(&io.MousePos)) - io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos); + io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos); // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev)) @@ -9258,16 +10821,17 @@ static void ImGui::UpdateMouseInputs() g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f; //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer); - // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. + // If mouse moved we re-enable mouse hovering in case it was disabled by keyboard/gamepad. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f) - g.NavDisableMouseHover = false; + g.NavHighlightItemUnderNav = false; - io.MousePosPrev = io.MousePos; - for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + for (int i = 0; i < IM_COUNTOF(io.MouseDown); i++) { io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f; io.MouseClickedCount[i] = 0; // Will be filled below io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f; + if (io.MouseReleased[i]) + io.MouseReleasedTime[i] = g.Time; io.MouseDownDurationPrev[i] = io.MouseDownDuration[i]; io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f; if (io.MouseClicked[i]) @@ -9301,9 +10865,9 @@ static void ImGui::UpdateMouseInputs() // We provide io.MouseDoubleClicked[] as a legacy service io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2); - // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation + // Clicking any mouse button reactivate mouse hovering which may have been deactivated by keyboard/gamepad navigation if (io.MouseClicked[i]) - g.NavDisableMouseHover = false; + g.NavHighlightItemUnderNav = false; } } @@ -9381,8 +10945,8 @@ void ImGui::UpdateMouseWheel() } ImVec2 wheel; - wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f; - wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f; + wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheelH : 0.0f; + wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheel : 0.0f; //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y); ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; @@ -9402,8 +10966,9 @@ void ImGui::UpdateMouseWheel() { const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; SetWindowPos(window, window->Pos + offset, 0); - window->Size = ImFloor(window->Size * scale); - window->SizeFull = ImFloor(window->SizeFull * scale); + window->Size = ImTrunc(window->Size * scale); // FIXME: Legacy-ish code, call SetWindowSize()? + window->SizeFull = ImTrunc(window->SizeFull * scale); + MarkIniSettingsDirty(window); } return; } @@ -9415,7 +10980,7 @@ void ImGui::UpdateMouseWheel() if (g.IO.MouseWheelRequestAxisSwap) wheel = ImVec2(wheel.y, 0.0f); - // Maintain a rough average of moving magnitude on both axises + // Maintain a rough average of moving magnitude on both axes // FIXME: should by based on wall clock time rather than frame-counter g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30); g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30); @@ -9428,7 +10993,7 @@ void ImGui::UpdateMouseWheel() // Mouse wheel scrolling: find target and apply // - don't renew lock if axis doesn't apply on the window. - // - select a main axis when both axises are being moved. + // - select a main axis when both axes are being moved. if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel))) if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) { @@ -9439,15 +11004,17 @@ void ImGui::UpdateMouseWheel() { LockWheelingWindow(window, wheel.x); float max_step = window->InnerRect.GetWidth() * 0.67f; - float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); + float scroll_step = ImTrunc(ImMin(2 * window->FontRefSize, max_step)); SetScrollX(window, window->Scroll.x - wheel.x * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; } if (do_scroll[ImGuiAxis_Y]) { LockWheelingWindow(window, wheel.y); float max_step = window->InnerRect.GetHeight() * 0.67f; - float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); + float scroll_step = ImTrunc(ImMin(5 * window->FontRefSize, max_step)); SetScrollY(window, window->Scroll.y - wheel.y * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; } } } @@ -9467,25 +11034,30 @@ void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse) #ifndef IMGUI_DISABLE_DEBUG_TOOLS static const char* GetInputSourceName(ImGuiInputSource source) { - const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Clipboard" }; - IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT); + const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad" }; + IM_ASSERT(IM_COUNTOF(input_source_names) == ImGuiInputSource_COUNT); + if (source < 0 || source >= ImGuiInputSource_COUNT) + return "Unknown"; return input_source_names[source]; } static const char* GetMouseSourceName(ImGuiMouseSource source) { const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" }; - IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT); + IM_ASSERT(IM_COUNTOF(mouse_source_names) == ImGuiMouseSource_COUNT); + if (source < 0 || source >= ImGuiMouseSource_COUNT) + return "Unknown"; return mouse_source_names[source]; } static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e) { ImGuiContext& g = *GImGui; + char buf[5]; if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; } if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; } if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; } if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; } if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; } - if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; } + if (e->Type == ImGuiInputEventType_Text) { ImTextCharToUtf8(buf, e->Text.Char); IMGUI_DEBUG_LOG_IO("[io] %s: Text: '%s' (U+%08X)\n", prefix, buf, e->Text.Char); return; } if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; } } #endif @@ -9502,11 +11074,11 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) // Only trickle chars<>key when working with InputText() // FIXME: InputText() could parse event trail? // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters) - const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); + const bool trickle_interleaved_nonchar_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); - bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false; + bool mouse_moved = false, mouse_wheeled = false, key_changed = false, key_changed_nonchar = false, text_inputted = false; int mouse_button_changed = 0x00; - ImBitArray key_changed_mask; + ImBitArray key_changed_mask; int event_n = 0; for (; event_n < g.InputEventsQueue.Size; event_n++) @@ -9514,6 +11086,8 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; if (e->Type == ImGuiInputEventType_MousePos) { + if (g.IO.WantSetMousePos) + continue; // Trickling Rule: Stop processing queued events if we already handled a mouse button change ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted)) @@ -9552,32 +11126,42 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) else if (e->Type == ImGuiInputEventType_Key) { // Trickling Rule: Stop processing queued events if we got multiple action on the same button + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + continue; ImGuiKey key = e->Key.Key; IM_ASSERT(key != ImGuiKey_None); ImGuiKeyData* key_data = GetKeyData(key); const int key_data_index = (int)(key_data - g.IO.KeysData); - if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0)) + if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || mouse_button_changed != 0)) break; + + const bool key_is_potentially_for_char_input = IsKeyChordPotentiallyCharInput(GetMergedModsFromKeys() | key); + if (trickle_interleaved_nonchar_keys_and_text && (text_inputted && !key_is_potentially_for_char_input)) + break; + + if (key_data->Down != e->Key.Down) // Analog change only do not trigger this, so it won't block e.g. further mouse pos events testing key_changed. + { + key_changed = true; + key_changed_mask.SetBit(key_data_index); + if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input) + key_changed_nonchar = true; + } + key_data->Down = e->Key.Down; key_data->AnalogValue = e->Key.AnalogValue; - key_changed = true; - key_changed_mask.SetBit(key_data_index); - - // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - io.KeysDown[key_data_index] = key_data->Down; - if (io.KeyMap[key_data_index] != -1) - io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down; -#endif } else if (e->Type == ImGuiInputEventType_Text) { + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) + continue; // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with - if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) + break; + if (trickle_interleaved_nonchar_keys_and_text && key_changed_nonchar) break; unsigned int c = e->Text.Char; io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); - if (trickle_interleaved_keys_and_text) + if (trickle_interleaved_nonchar_keys_and_text) text_inputted = true; } else if (e->Type == ImGuiInputEventType_Focus) @@ -9606,6 +11190,8 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) #endif // Remaining events will be processed on the next frame + // FIXME-MULTITHREADING: io.AddKeyEvent() etc. calls are mostly thread-safe apart from the fact they push to this + // queue which may be resized here. Could potentially rework this to narrow down the section needing a mutex? (#5772) if (event_n == g.InputEventsQueue.Size) g.InputEventsQueue.resize(0); else @@ -9616,13 +11202,16 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) // - we clear in EndFrame() and not now in order allow application/user code polling this flag // (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event). if (g.IO.AppFocusLost) + { g.IO.ClearInputKeys(); + g.IO.ClearInputMouse(); + } } ImGuiID ImGui::GetKeyOwner(ImGuiKey key) { - if (!IsNamedKeyOrModKey(key)) - return ImGuiKeyOwner_None; + if (!IsNamedKeyOrMod(key)) + return ImGuiKeyOwner_NoOwner; ImGuiContext& g = *GImGui; ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); @@ -9630,7 +11219,7 @@ ImGuiID ImGui::GetKeyOwner(ImGuiKey key) if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) - return ImGuiKeyOwner_None; + return ImGuiKeyOwner_NoOwner; return owner_id; } @@ -9641,7 +11230,7 @@ ImGuiID ImGui::GetKeyOwner(ImGuiKey key) // All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags. bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) { - if (!IsNamedKeyOrModKey(key)) + if (!IsNamedKeyOrMod(key)) return true; ImGuiContext& g = *GImGui; @@ -9651,7 +11240,7 @@ bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); if (owner_id == ImGuiKeyOwner_Any) - return (owner_data->LockThisFrame == false); + return owner_data->LockThisFrame == false; // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things. @@ -9660,7 +11249,7 @@ bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) { if (owner_data->LockThisFrame) return false; - if (owner_data->OwnerCurr != ImGuiKeyOwner_None) + if (owner_data->OwnerCurr != ImGuiKeyOwner_NoOwner) return false; } @@ -9674,10 +11263,11 @@ bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) // - SetKeyOwner(..., Any or None, Lock) : set lock void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) { - IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it) - IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function! - ImGuiContext& g = *GImGui; + IM_ASSERT(IsNamedKeyOrMod(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it) + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function! + //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X, flags=%08X)\n", GetKeyName(key), owner_id, flags); + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); owner_data->OwnerCurr = owner_data->OwnerNext = owner_id; @@ -9694,7 +11284,6 @@ void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, I if (key_chord & ImGuiMod_Shift) { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); } if (key_chord & ImGuiMod_Alt) { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); } if (key_chord & ImGuiMod_Super) { SetKeyOwner(ImGuiMod_Super, owner_id, flags); } - if (key_chord & ImGuiMod_Shortcut) { SetKeyOwner(ImGuiMod_Shortcut, owner_id, flags); } if (key_chord & ~ImGuiMod_Mask_) { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); } } @@ -9719,18 +11308,22 @@ void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags) } } -bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +void ImGui::SetItemKeyOwner(ImGuiKey key) +{ + SetItemKeyOwner(key, ImGuiInputFlags_None); +} + +// This is the only public API until we expose owner_id versions of the API as replacements. +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord) +{ + return IsKeyChordPressed(key_chord, ImGuiInputFlags_None, ImGuiKeyOwner_Any); +} + +// This is equivalent to comparing KeyMods + doing a IsKeyPressed() +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) { ImGuiContext& g = *GImGui; - - // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any. - if ((flags & ImGuiInputFlags_RouteMask_) == 0) - flags |= ImGuiInputFlags_RouteFocused; - if (!SetShortcutRouting(key_chord, owner_id, flags)) - return false; - - if (key_chord & ImGuiMod_Shortcut) - key_chord = ConvertShortcutMod(key_chord); + key_chord = FixupKeyChord(key_chord); ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); if (g.IO.KeyMods != mods) return false; @@ -9738,71 +11331,160 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags // Special storage location for mods ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); if (key == ImGuiKey_None) - key = ConvertSingleModFlagToKey(&g, mods); - - if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateMask_)))) + key = ConvertSingleModFlagToKey(mods); + if (!IsKeyPressed(key, (flags & ImGuiInputFlags_RepeatMask_), owner_id)) return false; - IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function! - return true; } +void ImGui::SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasShortcut; + g.NextItemData.Shortcut = key_chord; + g.NextItemData.ShortcutFlags = flags; +} + +// Called from within ItemAdd: at this point we can read from NextItemData and write to LastItemData +void ImGui::ItemHandleShortcut(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiInputFlags flags = g.NextItemData.ShortcutFlags; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetNextItemShortcut) == 0); // Passing flags not supported by SetNextItemShortcut()! + + if (g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) + return; + if (flags & ImGuiInputFlags_Tooltip) + { + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasShortcut; + g.LastItemData.Shortcut = g.NextItemData.Shortcut; + } + if (!Shortcut(g.NextItemData.Shortcut, flags & ImGuiInputFlags_SupportedByShortcut, id) || g.NavActivateId != 0) + return; + + // FIXME: Generalize Activation queue? + g.NavActivateId = id; // Will effectively disable clipping. + g.NavActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_FromShortcut; + //if (g.ActiveId == 0 || g.ActiveId == id) + g.NavActivateDownId = g.NavActivatePressedId = id; + NavHighlightActivated(id); +} + +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags) +{ + return Shortcut(key_chord, flags, ImGuiKeyOwner_Any); +} + +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG("Shortcut(%s, flags=%X, owner_id=0x%08X)\n", GetKeyChordName(key_chord, g.TempBuffer.Data, g.TempBuffer.Size), flags, owner_id); + + // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any. + if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0) + flags |= ImGuiInputFlags_RouteFocused; + + // Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) + // Effectively makes Shortcut() always input-owner aware. + if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_NoOwner) + owner_id = GetRoutingIdFromOwnerId(owner_id); + + if (g.CurrentItemFlags & ImGuiItemFlags_Disabled) + return false; + + // Submit route + if (!SetShortcutRouting(key_chord, flags, owner_id)) + return false; + + // Default repeat behavior for Shortcut() + // So e.g. pressing Ctrl+W and releasing Ctrl while holding W will not trigger the W shortcut. + if ((flags & ImGuiInputFlags_Repeat) != 0 && (flags & ImGuiInputFlags_RepeatUntilMask_) == 0) + flags |= ImGuiInputFlags_RepeatUntilKeyModsChange; + + if (!IsKeyChordPressed(key_chord, flags, owner_id)) + return false; + + // Claim mods during the press + SetKeyOwnersForKeyChord(key_chord & ImGuiMod_Mask_, owner_id); + + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function! + return true; +} //----------------------------------------------------------------------------- -// [SECTION] ERROR CHECKING +// [SECTION] ERROR CHECKING, STATE RECOVERY +//----------------------------------------------------------------------------- +// - DebugCheckVersionAndDataLayout() (called via IMGUI_CHECKVERSION() macros) +// - ErrorCheckUsingSetCursorPosToExtendParentBoundaries() +// - ErrorCheckNewFrameSanityChecks() +// - ErrorCheckEndFrameSanityChecks() +// - ErrorRecoveryStoreState() +// - ErrorRecoveryTryToRecoverState() +// - ErrorRecoveryTryToRecoverWindowState() +// - ErrorLog() //----------------------------------------------------------------------------- -// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui. +// Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. +// Called by IMGUI_CHECKVERSION(). // Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit -// If this triggers you have an issue: -// - Most commonly: mismatched headers and compiled code version. -// - Or: mismatched configuration #define, compilation settings, packing pragma etc. -// The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui, -// which is way it is required you put them in your imconfig file (and not just before including imgui.h). -// Otherwise it is possible that different compilation units would see different structure layout +// If this triggers you have mismatched headers and compiled code versions. +// - It could be because of a build issue (using new headers with old compiled code) +// - It could be because of mismatched configuration #define, compilation settings, packing pragma etc. +// THE CONFIGURATION SETTINGS MENTIONED IN imconfig.h MUST BE SET FOR ALL COMPILATION UNITS INVOLVED WITH DEAR IMGUI. +// Which is why it is required you put them in your imconfig file (and NOT only before including imgui.h). +// Otherwise it is possible that different compilation units would see different structure layout. +// If you don't want to modify imconfig.h you can use the IMGUI_USER_CONFIG define to change filename. bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) { bool error = false; if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); } - if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } + if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } - if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } - if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } - if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } - if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } + if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } + if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } + if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } + if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } return !error; } -// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell) -// This is causing issues and ambiguity and we need to retire that. -// See https://github.com/ocornut/imgui/issues/5548 for more details. -// [Scenario 1] +// Until 1.89 (August 2022, IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos()/SetCursorScreenPos() +// to extend contents size of our parent container (e.g. window contents size, which is used for auto-resizing +// windows, table column contents size used for auto-resizing columns, group size). +// This was causing issues and ambiguities and we needed to retire that. +// From 1.89, extending contents size boundaries REQUIRES AN ITEM TO BE SUBMITTED. +// // Previously this would make the window content size ~200x200: -// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); // NOT OK +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); // NOT OK ANYMORE // Instead, please submit an item: // Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK // Alternative: // Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK -// [Scenario 2] -// For reference this is one of the issue what we aim to fix with this change: -// BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup() -// The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller! -// While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue. +// +// The assert below detects when the _last_ call in a window was a SetCursorPos() not followed by an Item, +// and with a position that would grow the parent contents size. +// +// Advanced: +// - For reference, old logic was causing issues because it meant that SetCursorScreenPos(GetCursorScreenPos()) +// had a side-effect on layout! In particular this caused problem to compute group boundaries. +// e.g. BeginGroup() + SomeItem() + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup() would cause the +// group to be taller because auto-sizing generally adds padding on bottom and right side. +// - While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. +// Using vertical alignment patterns would frequently trigger this sorts of issue. +// - See https://github.com/ocornut/imgui/issues/5548 for more details. void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(window->DC.IsSetPos); window->DC.IsSetPos = false; -#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y) return; if (window->SkipItems) return; - IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent."); -#else - window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); -#endif + IM_ASSERT_USER_ERROR(0, "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries.\nPlease submit an item e.g. Dummy() afterwards in order to grow window/parent boundaries."); + + // For reference, the old behavior was essentially: + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); } static void ImGui::ErrorCheckNewFrameSanityChecks() @@ -9830,26 +11512,52 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); - IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()"); IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations - IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); + IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.WindowBorderHoverPadding > 0.0f && "Invalid style setting!"); // Required otherwise cannot resize from borders. IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right); -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++) - IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)"); + IM_ASSERT(g.Style.TreeLinesFlags == ImGuiTreeNodeFlags_DrawLinesNone || g.Style.TreeLinesFlags == ImGuiTreeNodeFlags_DrawLinesFull || g.Style.TreeLinesFlags == ImGuiTreeNodeFlags_DrawLinesToNodes); - // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP) - if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1) - IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); + // Error handling: we do not accept 100% silent recovery! Please contact me if you feel this is getting in your way. + if (g.IO.ConfigErrorRecovery) + IM_ASSERT(g.IO.ConfigErrorRecoveryEnableAssert || g.IO.ConfigErrorRecoveryEnableDebugLog || g.IO.ConfigErrorRecoveryEnableTooltip || g.ErrorCallback != NULL); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (g.IO.FontGlobalScale > 1.0f) + IM_ASSERT(g.Style.FontScaleMain == 1.0f && "Since 1.92: use style.FontScaleMain instead of g.IO.FontGlobalScale!"); + + // Remap legacy names + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) + { + g.IO.ConfigNavMoveSetMousePos = true; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavEnableSetMousePos; + } + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) + { + g.IO.ConfigNavCaptureKeyboard = false; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavNoCaptureKeyboard; + } + if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) + { + g.IO.ConfigDpiScaleFonts = true; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_DpiEnableScaleFonts; + } + if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) + { + g.IO.ConfigDpiScaleViewports = true; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_DpiEnableScaleViewports; + } + + // Remap legacy clipboard handlers (OBSOLETED in 1.91.1, August 2024) + if (g.IO.GetClipboardTextFn != NULL && (g.PlatformIO.Platform_GetClipboardTextFn == NULL || g.PlatformIO.Platform_GetClipboardTextFn == Platform_GetClipboardTextFn_DefaultImpl)) + g.PlatformIO.Platform_GetClipboardTextFn = [](ImGuiContext* ctx) { return ctx->IO.GetClipboardTextFn(ctx->IO.ClipboardUserData); }; + if (g.IO.SetClipboardTextFn != NULL && (g.PlatformIO.Platform_SetClipboardTextFn == NULL || g.PlatformIO.Platform_SetClipboardTextFn == Platform_SetClipboardTextFn_DefaultImpl)) + g.PlatformIO.Platform_SetClipboardTextFn = [](ImGuiContext* ctx, const char* text) { return ctx->IO.SetClipboardTextFn(ctx->IO.ClipboardUserData, text); }; #endif - // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. - if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) - g.IO.ConfigWindowsResizeFromEdges = false; - // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data. if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0) IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); @@ -9885,190 +11593,430 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() IM_UNUSED(mon); IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly."); IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them."); - IM_ASSERT(mon.DpiScale != 0.0f); + IM_ASSERT(mon.DpiScale > 0.0f && mon.DpiScale < 99.0f && "Monitor DpiScale is invalid."); // Typical correct values would be between 1.0f and 4.0f } } } static void ImGui::ErrorCheckEndFrameSanityChecks() { - ImGuiContext& g = *GImGui; - // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame() // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame(). // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs. // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0), // while still correctly asserting on mid-frame key press events. + ImGuiContext& g = *GImGui; const ImGuiKeyChord key_mods = GetMergedModsFromKeys(); + IM_UNUSED(g); + IM_UNUSED(key_mods); IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); IM_UNUSED(key_mods); - // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame(). - //ErrorCheckEndFrameRecover(); - - // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you - // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). - if (g.CurrentWindowStack.Size != 1) - { - if (g.CurrentWindowStack.Size > 1) - { - ImGuiWindow* window = g.CurrentWindowStack.back().Window; // <-- This window was not Ended! - IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); - IM_UNUSED(window); - while (g.CurrentWindowStack.Size > 1) - End(); - } - else - { - IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); - } - } - - IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!"); + IM_ASSERT(g.CurrentWindowStack.Size == 1); + IM_ASSERT(g.CurrentWindowStack[0].Window->IsFallbackWindow); } -// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls. -// Must be called during or before EndFrame(). -// This is generally flawed as we are not necessarily End/Popping things in the right order. -// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet. -// FIXME: Can't recover from interleaved BeginTabBar/Begin -void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data) +// Save current stack sizes. Called e.g. by NewFrame() and by Begin() but may be called for manual recovery. +void ImGui::ErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out) +{ + ImGuiContext& g = *GImGui; + state_out->SizeOfWindowStack = (short)g.CurrentWindowStack.Size; + state_out->SizeOfIDStack = (short)g.CurrentWindow->IDStack.Size; + state_out->SizeOfTreeStack = (short)g.CurrentWindow->DC.TreeDepth; // NOT g.TreeNodeStack.Size which is a partial stack! + state_out->SizeOfColorStack = (short)g.ColorStack.Size; + state_out->SizeOfStyleVarStack = (short)g.StyleVarStack.Size; + state_out->SizeOfFontStack = (short)g.FontStack.Size; + state_out->SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; + state_out->SizeOfGroupStack = (short)g.GroupStack.Size; + state_out->SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size; + state_out->SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; + state_out->SizeOfDisabledStack = (short)g.DisabledStackSize; +} + +// Chosen name "Try to recover" over e.g. "Restore" to suggest this is not a 100% guaranteed recovery. +// Called by e.g. EndFrame() but may be called for manual recovery. +// Attempt to recover full window stack. +void ImGui::ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in) { // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations" ImGuiContext& g = *GImGui; - while (g.CurrentWindowStack.Size > 0) //-V1044 + while (g.CurrentWindowStack.Size > state_in->SizeOfWindowStack) //-V1044 { - ErrorCheckEndWindowRecover(log_callback, user_data); + // Recap: + // - Begin()/BeginChild() return false to indicate the window is collapsed or fully clipped. + // - Always call a matching End() for each Begin() call, regardless of its return value! + // - Begin/End and BeginChild/EndChild logic is KNOWN TO BE INCONSISTENT WITH ALL OTHER BEGIN/END FUNCTIONS. + // - We will fix that in a future major update. ImGuiWindow* window = g.CurrentWindow; - if (g.CurrentWindowStack.Size == 1) - { - IM_ASSERT(window->IsFallbackWindow); - break; - } if (window->Flags & ImGuiWindowFlags_ChildWindow) { - if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name); - EndChild(); + if (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow) + { + IM_ASSERT_USER_ERROR(0, "Missing EndTable()"); + EndTable(); + } + else + { + IM_ASSERT_USER_ERROR(0, "Missing EndChild()"); + EndChild(); + } } else { - if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name); + IM_ASSERT_USER_ERROR(0, "Missing End()"); End(); } } + if (g.CurrentWindowStack.Size == state_in->SizeOfWindowStack) + ErrorRecoveryTryToRecoverWindowState(state_in); } -// Must be called before End()/EndChild() -void ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data) +// Called by e.g. End() but may be called for manual recovery. +// Read '// Error Handling [BETA]' block in imgui_internal.h for details. +// Attempt to recover from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls. +void ImGui::ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in) { ImGuiContext& g = *GImGui; - while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow)) + + while (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow) //-V1044 { - if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name); + IM_ASSERT_USER_ERROR(0, "Missing EndTable()"); EndTable(); } ImGuiWindow* window = g.CurrentWindow; - ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin; - IM_ASSERT(window != NULL); - while (g.CurrentTabBar != NULL) //-V1044 + + // FIXME: Can't recover from inside BeginTabItem/EndTabItem yet. + while (g.CurrentTabBar != NULL && g.CurrentTabBar->Window == window) //-V1044 { - if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name); + IM_ASSERT_USER_ERROR(0, "Missing EndTabBar()"); EndTabBar(); } - while (window->DC.TreeDepth > 0) + while (g.CurrentMultiSelect != NULL && g.CurrentMultiSelect->Storage->Window == window) //-V1044 { - if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name); + IM_ASSERT_USER_ERROR(0, "Missing EndMultiSelect()"); + EndMultiSelect(); + } + if (window->DC.MenuBarAppending) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing EndMenuBar()"); + EndMenuBar(); + } + while (window->DC.TreeDepth > state_in->SizeOfTreeStack) //-V1044 + { + IM_ASSERT_USER_ERROR(0, "Missing TreePop()"); TreePop(); } - while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044 + while (g.GroupStack.Size > state_in->SizeOfGroupStack) //-V1044 { - if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name); + IM_ASSERT_USER_ERROR(0, "Missing EndGroup()"); EndGroup(); } - while (window->IDStack.Size > 1) + IM_ASSERT(g.GroupStack.Size == state_in->SizeOfGroupStack); + while (window->IDStack.Size > state_in->SizeOfIDStack) //-V1044 { - if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name); + IM_ASSERT_USER_ERROR(0, "Missing PopID()"); PopID(); } - while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044 + while (g.DisabledStackSize > state_in->SizeOfDisabledStack) //-V1044 { - if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name); - EndDisabled(); + IM_ASSERT_USER_ERROR(0, "Missing EndDisabled()"); + if (g.CurrentItemFlags & ImGuiItemFlags_Disabled) + EndDisabled(); + else + { + EndDisabledOverrideReenable(); + g.CurrentWindowStack.back().DisabledOverrideReenable = false; + } } - while (g.ColorStack.Size > stack_sizes->SizeOfColorStack) + IM_ASSERT(g.DisabledStackSize == state_in->SizeOfDisabledStack); + while (g.ColorStack.Size > state_in->SizeOfColorStack) //-V1044 { - if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col)); + IM_ASSERT_USER_ERROR(0, "Missing PopStyleColor()"); PopStyleColor(); } - while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044 + while (g.ItemFlagsStack.Size > state_in->SizeOfItemFlagsStack) //-V1044 { - if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name); + IM_ASSERT_USER_ERROR(0, "Missing PopItemFlag()"); PopItemFlag(); } - while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044 + while (g.StyleVarStack.Size > state_in->SizeOfStyleVarStack) //-V1044 { - if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name); + IM_ASSERT_USER_ERROR(0, "Missing PopStyleVar()"); PopStyleVar(); } - while (g.FontStack.Size > stack_sizes->SizeOfFontStack) //-V1044 + while (g.FontStack.Size > state_in->SizeOfFontStack) //-V1044 { - if (log_callback) log_callback(user_data, "Recovered from missing PopFont() in '%s'", window->Name); + IM_ASSERT_USER_ERROR(0, "Missing PopFont()"); PopFont(); } - while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044 + while (g.FocusScopeStack.Size > state_in->SizeOfFocusScopeStack) //-V1044 { - if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name); + IM_ASSERT_USER_ERROR(0, "Missing PopFocusScope()"); PopFocusScope(); } + //IM_ASSERT(g.FocusScopeStack.Size == state_in->SizeOfFocusScopeStack); } -// Save current stack sizes for later compare -void ImGuiStackSizes::SetToContextState(ImGuiContext* ctx) +bool ImGui::ErrorLog(const char* msg) { - ImGuiContext& g = *ctx; + ImGuiContext& g = *GImGui; + + // Output to debug log +#ifndef IMGUI_DISABLE_DEBUG_TOOLS ImGuiWindow* window = g.CurrentWindow; - SizeOfIDStack = (short)window->IDStack.Size; - SizeOfColorStack = (short)g.ColorStack.Size; - SizeOfStyleVarStack = (short)g.StyleVarStack.Size; - SizeOfFontStack = (short)g.FontStack.Size; - SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; - SizeOfGroupStack = (short)g.GroupStack.Size; - SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size; - SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; - SizeOfDisabledStack = (short)g.DisabledStackSize; + + if (g.IO.ConfigErrorRecoveryEnableDebugLog) + { + if (g.ErrorFirst) + IMGUI_DEBUG_LOG_ERROR("[imgui-error] (current settings: Assert=%d, Log=%d, Tooltip=%d)\n", + g.IO.ConfigErrorRecoveryEnableAssert, g.IO.ConfigErrorRecoveryEnableDebugLog, g.IO.ConfigErrorRecoveryEnableTooltip); + IMGUI_DEBUG_LOG_ERROR("[imgui-error] In window '%s': %s\n", window ? window->Name : "NULL", msg); + } + g.ErrorFirst = false; + + // Output to tooltip + if (g.IO.ConfigErrorRecoveryEnableTooltip) + { + if (g.WithinFrameScope && BeginErrorTooltip()) + { + if (g.ErrorCountCurrentFrame < 20) + { + Text("In window '%s': %s", window ? window->Name : "NULL", msg); + if (window && (!window->IsFallbackWindow || window->WasActive)) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 0, 0, 255)); + } + if (g.ErrorCountCurrentFrame == 20) + Text("(and more errors)"); + // EndFrame() will amend debug buttons to this window, after all errors have been submitted. + EndErrorTooltip(); + } + g.ErrorCountCurrentFrame++; + } +#endif + + // Output to callback + if (g.ErrorCallback != NULL) + g.ErrorCallback(&g, g.ErrorCallbackUserData, msg); + + // Return whether we should assert + return g.IO.ConfigErrorRecoveryEnableAssert; } -// Compare to detect usage errors -void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx) +// Display an error tooltip when same ID as HoveredId was submitted multiple times. +// See code in ItemHoverable() for an explanation of why we associate this error to HoveredId + code drawing of rectangles over individual items instances. +void ImGui::ErrorCheckEndFrameFinalizeErrorTooltip() { - ImGuiContext& g = *ctx; - ImGuiWindow* window = g.CurrentWindow; - IM_UNUSED(window); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + if (g.DebugDrawIdConflictsId != 0 && g.IO.KeyCtrl == false) + g.DebugDrawIdConflictsCount = g.HoveredIdPreviousFrameItemCount; + if (g.DebugDrawIdConflictsId != 0 && g.DebugItemPickerActive == false && BeginErrorTooltip()) + { + Text("Programmer error: %d visible items with conflicting ID!", g.DebugDrawIdConflictsCount); + BulletText("Code should use PushID()/PopID() in loops, or append \"##xx\" to same-label identifiers!"); + BulletText("Empty label e.g. Button(\"\") == same ID as parent widget/node. Use Button(\"##xx\") instead!"); + //BulletText("Code intending to use duplicate ID may use e.g. PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()"); // Not making this too visible for fear of it being abused. + BulletText("Set io.ConfigDebugHighlightIdConflicts=false to disable this warning in non-programmers builds."); + Separator(); + if (g.IO.ConfigDebugHighlightIdConflictsShowItemPicker) + { + Text("(Hold Ctrl to: use "); + SameLine(0.0f, 0.0f); + if (SmallButton("Item Picker")) + DebugStartItemPicker(); + SameLine(0.0f, 0.0f); + Text(" to break in item call-stack, or "); + } + else + { + Text("(Hold Ctrl to: "); + } + SameLine(0.0f, 0.0f); + TextLinkOpenURL("read FAQ \"About ID Stack System\"", "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#qa-usage"); + SameLine(0.0f, 0.0f); + Text(")"); + EndErrorTooltip(); + } - // Window stacks - // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) - IM_ASSERT(SizeOfIDStack == window->IDStack.Size && "PushID/PopID or TreeNode/TreePop Mismatch!"); - - // Global stacks - // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. - IM_ASSERT(SizeOfGroupStack == g.GroupStack.Size && "BeginGroup/EndGroup Mismatch!"); - IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!"); - IM_ASSERT(SizeOfDisabledStack == g.DisabledStackSize && "BeginDisabled/EndDisabled Mismatch!"); - IM_ASSERT(SizeOfItemFlagsStack >= g.ItemFlagsStack.Size && "PushItemFlag/PopItemFlag Mismatch!"); - IM_ASSERT(SizeOfColorStack >= g.ColorStack.Size && "PushStyleColor/PopStyleColor Mismatch!"); - IM_ASSERT(SizeOfStyleVarStack >= g.StyleVarStack.Size && "PushStyleVar/PopStyleVar Mismatch!"); - IM_ASSERT(SizeOfFontStack >= g.FontStack.Size && "PushFont/PopFont Mismatch!"); - IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size && "PushFocusScope/PopFocusScope Mismatch!"); + if (g.ErrorCountCurrentFrame > 0 && BeginErrorTooltip()) // Amend at end of frame + { + Separator(); + Text("(Hold Ctrl to: "); + SameLine(0.0f, 0.0f); + if (SmallButton("Enable Asserts")) + g.IO.ConfigErrorRecoveryEnableAssert = true; + //SameLine(); + //if (SmallButton("Hide Error Tooltips")) + // g.IO.ConfigErrorRecoveryEnableTooltip = false; // Too dangerous + SameLine(0, 0); + Text(")"); + EndErrorTooltip(); + } +#endif } +// Pseudo-tooltip. Follow mouse until Ctrl is held. When Ctrl is held we lock position, allowing to click it. +bool ImGui::BeginErrorTooltip() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = FindWindowByName("##Tooltip_Error"); + const bool use_locked_pos = (g.IO.KeyCtrl && window && window->WasActive); + PushStyleColor(ImGuiCol_PopupBg, ImLerp(g.Style.Colors[ImGuiCol_PopupBg], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.15f)); + if (use_locked_pos) + SetNextWindowPos(g.ErrorTooltipLockedPos); + bool is_visible = Begin("##Tooltip_Error", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize); + PopStyleColor(); + if (is_visible && g.CurrentWindow->BeginCount == 1) + { + SeparatorText("MESSAGE FROM DEAR IMGUI"); + BringWindowToDisplayFront(g.CurrentWindow); + BringWindowToFocusFront(g.CurrentWindow); + g.ErrorTooltipLockedPos = GetWindowPos(); + } + else if (!is_visible) + { + End(); + } + return is_visible; +} + +void ImGui::EndErrorTooltip() +{ + End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ITEM SUBMISSION +//----------------------------------------------------------------------------- +// - KeepAliveID() +// - ItemAdd() +//----------------------------------------------------------------------------- + +// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID(). +void ImGui::KeepAliveID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + g.ActiveIdIsAlive = id; + if (g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.IsAlive = true; +} + +// Declare item bounding box for clipping and interaction. +// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface +// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. +// THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN) +IM_MSVC_RUNTIME_CHECKS_OFF +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Set item data + // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set) + g.LastItemData.ID = id; + g.LastItemData.Rect = bb; + g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; + g.LastItemData.ItemFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags; + g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; + // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared. + + if (id != 0) + { + KeepAliveID(id); + + // Directional navigation processing + // Runs prior to clipping early-out + // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests + // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of + // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able + // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). + // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. + // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. + if (!(g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav)) + { + // FIXME-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test. + window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); + if (g.NavId == id || g.NavAnyRequest) + if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) + if (window == g.NavWindow || ((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened)) + NavProcessItem(); + } + + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasShortcut) + ItemHandleShortcut(id); + } + + // Lightweight clear of SetNextItemXXX data. + g.NextItemData.HasFlags = ImGuiNextItemDataFlags_None; + g.NextItemData.ItemFlags = ImGuiItemFlags_None; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0) + IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData); +#endif + + // Clipping test + // (this is an inline copy of IsClippedEx() so we can reuse the is_rect_visible value, otherwise we'd do 'if (IsClippedEx(bb, id)) return false') + // g.NavActivateId is not necessarily == g.NavId, in the case of remote activation (e.g. shortcuts) + const bool is_rect_visible = bb.Overlaps(window->ClipRect); + if (!is_rect_visible) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) + if (!g.ItemUnclipByLog) + return false; + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0) + { + if (id == g.DebugLocateId) + DebugLocateItemResolveWithLastItem(); + + // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something". + // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something". + // READ THE FAQ: https://dearimgui.com/faq + IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!"); + + // [DEBUG] Highlight all conflicts WITHOUT needing to hover. THIS WILL SLOW DOWN DEAR IMGUI. DON'T KEEP ACTIVATED. + // This will only work for items submitted with ItemAdd(). Some very rare/odd/unrecommended code patterns are calling ButtonBehavior() without ItemAdd(). +#ifdef IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_AllowDuplicateId) == 0) + { + int* p_alive = g.DebugDrawIdConflictsAliveCount.GetIntRef(id, -1); // Could halve lookups if we knew ImGuiStorage can store 64-bit, or by storing FrameCount as 30-bits + highlight as 2-bits. But the point is that we should not pretend that this is fast. + int* p_highlight = g.DebugDrawIdConflictsHighlightSet.GetIntRef(id, -1); + if (*p_alive == g.FrameCount) + *p_highlight = g.FrameCount; + *p_alive = g.FrameCount; + if (*p_highlight >= g.FrameCount - 1) + window->DrawList->AddRect(bb.Min - ImVec2(1, 1), bb.Max + ImVec2(1, 1), IM_COL32(255, 0, 0, 255), 0.0f, ImDrawFlags_None, 2.0f); + } +#endif + } + //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + //if ((g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav) == 0) + // window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG] +#endif + + if (id != 0 && g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.ElapseFrame = g.FrameCount; + + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) + if (is_rect_visible) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible; + if (IsMouseHoveringRect(bb.Min, bb.Max)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; + return true; +} +IM_MSVC_RUNTIME_CHECKS_RESTORE //----------------------------------------------------------------------------- // [SECTION] LAYOUT //----------------------------------------------------------------------------- // - ItemSize() -// - ItemAdd() // - SameLine() // - GetCursorScreenPos() // - SetCursorScreenPos() @@ -10088,9 +12036,7 @@ void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx) // - GetFrameHeight() // - GetFrameHeightWithSpacing() // - GetContentRegionMax() -// - GetContentRegionMaxAbs() [Internal] // - GetContentRegionAvail(), -// - GetWindowContentRegionMin(), GetWindowContentRegionMax() // - BeginGroup() // - EndGroup() // Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns. @@ -10099,6 +12045,8 @@ void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx) // Advance cursor given item size for layout. // Register minimum needed size so it can extend the bounding box used for auto-fit calculation. // See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different. +// THIS IS IN THE PERFORMANCE CRITICAL PATH. +IM_MSVC_RUNTIME_CHECKS_OFF void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) { ImGuiContext& g = *GImGui; @@ -10118,8 +12066,8 @@ void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; window->DC.CursorPosPrevLine.y = line_y1; - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line - window->DC.CursorPos.y = IM_FLOOR(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line + window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] @@ -10134,87 +12082,7 @@ void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) SameLine(); } - -// Declare item bounding box for clipping and interaction. -// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface -// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. -bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - // Set item data - // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set) - g.LastItemData.ID = id; - g.LastItemData.Rect = bb; - g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; - g.LastItemData.InFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags; - g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; - // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared. - - // Directional navigation processing - if (id != 0) - { - KeepAliveID(id); - - // Runs prior to clipping early-out - // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget - // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests - // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of - // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. - // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able - // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). - // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. - // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. - if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav)) - { - window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); - if (g.NavId == id || g.NavAnyRequest) - if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) - if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) - NavProcessItem(); - } - - // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something". - // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something". - // READ THE FAQ: https://dearimgui.com/faq - IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!"); - } - g.NextItemData.Flags = ImGuiNextItemDataFlags_None; - g.NextItemData.ItemFlags = ImGuiItemFlags_None; - -#ifdef IMGUI_ENABLE_TEST_ENGINE - if (id != 0) - IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData); -#endif - - // Clipping test - // (FIXME: This is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value) - //const bool is_clipped = IsClippedEx(bb, id); - //if (is_clipped) - // return false; - const bool is_rect_visible = bb.Overlaps(window->ClipRect); - if (!is_rect_visible) - if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId)) - if (!g.LogEnabled) - return false; - - // [DEBUG] -#ifndef IMGUI_DISABLE_DEBUG_TOOLS - if (id != 0 && id == g.DebugLocateId) - DebugLocateItemResolveWithLastItem(); -#endif - //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] - //if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0) - // window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG] - - // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) - if (is_rect_visible) - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible; - if (IsMouseHoveringRect(bb.Min, bb.Max)) - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; - return true; -} +IM_MSVC_RUNTIME_CHECKS_RESTORE // Gets back to previous line and continue with horizontal layout // offset_from_start_x == 0 : follow right after previous item @@ -10331,7 +12199,7 @@ void ImGui::Unindent(float indent_w) void ImGui::SetNextItemWidth(float item_width) { ImGuiContext& g = *GImGui; - g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasWidth; g.NextItemData.Width = item_width; } @@ -10341,28 +12209,38 @@ void ImGui::PushItemWidth(float item_width) ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width - window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); - g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; + window->DC.ItemWidth = (item_width == 0.0f ? window->DC.ItemWidthDefault : item_width); + g.NextItemData.HasFlags &= ~ImGuiNextItemDataFlags_HasWidth; } void ImGui::PushMultiItemsWidths(int components, float w_full) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(components > 0); const ImGuiStyle& style = g.Style; - const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); - const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width - window->DC.ItemWidthStack.push_back(w_item_last); - for (int i = 0; i < components - 2; i++) - window->DC.ItemWidthStack.push_back(w_item_one); - window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one; - g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; + float w_items = w_full - style.ItemInnerSpacing.x * (components - 1); + float prev_split = w_items; + for (int i = components - 1; i > 0; i--) + { + float next_split = IM_TRUNC(w_items * i / components); + window->DC.ItemWidthStack.push_back(ImMax(prev_split - next_split, 1.0f)); + prev_split = next_split; + } + window->DC.ItemWidth = ImMax(prev_split, 1.0f); + g.NextItemData.HasFlags &= ~ImGuiNextItemDataFlags_HasWidth; } void ImGui::PopItemWidth() { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.ItemWidthStack.Size <= 0) + { + IM_ASSERT_USER_ERROR(0, "Calling PopItemWidth() too many times!"); + return; + } window->DC.ItemWidth = window->DC.ItemWidthStack.back(); window->DC.ItemWidthStack.pop_back(); } @@ -10374,16 +12252,16 @@ float ImGui::CalcItemWidth() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; float w; - if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasWidth) w = g.NextItemData.Width; else w = window->DC.ItemWidth; if (w < 0.0f) { - float region_max_x = GetContentRegionMaxAbs().x; - w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); + float region_avail_x = GetContentRegionAvail().x; + w = ImMax(1.0f, region_avail_x + w); } - w = IM_FLOOR(w); + w = IM_TRUNC(w); return w; } @@ -10393,22 +12271,19 @@ float ImGui::CalcItemWidth() // The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - ImVec2 region_max; + ImVec2 avail; if (size.x < 0.0f || size.y < 0.0f) - region_max = GetContentRegionMaxAbs(); + avail = GetContentRegionAvail(); if (size.x == 0.0f) size.x = default_w; else if (size.x < 0.0f) - size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x); + size.x = ImMax(4.0f, avail.x + size.x); // <-- size.x is negative here so we are subtracting if (size.y == 0.0f) size.y = default_h; else if (size.y < 0.0f) - size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y); + size.y = ImMax(4.0f, avail.y + size.y); // <-- size.y is negative here so we are subtracting return size; } @@ -10437,33 +12312,23 @@ float ImGui::GetFrameHeightWithSpacing() return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; } -// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience! - -// FIXME: This is in window space (not screen space!). -ImVec2 ImGui::GetContentRegionMax() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max; - return mx - window->Pos; -} - -// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. -ImVec2 ImGui::GetContentRegionMaxAbs() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max; - return mx; -} - ImVec2 ImGui::GetContentRegionAvail() { - ImGuiWindow* window = GImGui->CurrentWindow; - return GetContentRegionMaxAbs() - window->DC.CursorPos; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max; + return mx - window->DC.CursorPos; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// You should never need those functions. Always use GetCursorScreenPos() and GetContentRegionAvail()! +// They are bizarre local-coordinates which don't play well with scrolling. +ImVec2 ImGui::GetContentRegionMax() +{ + return GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos(); } -// In window space (not screen space!) ImVec2 ImGui::GetWindowContentRegionMin() { ImGuiWindow* window = GImGui->CurrentWindow; @@ -10475,6 +12340,7 @@ ImVec2 ImGui::GetWindowContentRegionMax() ImGuiWindow* window = GImGui->CurrentWindow; return window->ContentRegionRect.Max - window->Pos; } +#endif // Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) // Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. @@ -10488,6 +12354,7 @@ void ImGui::BeginGroup() ImGuiGroupData& group_data = g.GroupStack.back(); group_data.WindowID = window->ID; group_data.BackupCursorPos = window->DC.CursorPos; + group_data.BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; group_data.BackupIndent = window->DC.Indent; group_data.BackupGroupOffset = window->DC.GroupOffset; @@ -10495,7 +12362,9 @@ void ImGui::BeginGroup() group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; - group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; + group_data.BackupIsSameLine = window->DC.IsSameLine; + group_data.BackupActiveIdHasBeenEditedThisFrame = g.ActiveIdHasBeenEditedThisFrame; + group_data.BackupDeactivatedIdIsAlive = g.DeactivatedItemData.IsAlive; group_data.EmitItem = true; window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; @@ -10518,14 +12387,16 @@ void ImGui::EndGroup() if (window->DC.IsSetPos) ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); - ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos)); - + // Include LastItemData.Rect.Max as a workaround for e.g. EndTable() undershooting with CursorMaxPos report. (#7543) + ImRect group_bb(group_data.BackupCursorPos, ImMax(ImMax(window->DC.CursorMaxPos, g.LastItemData.Rect.Max), group_data.BackupCursorPos)); window->DC.CursorPos = group_data.BackupCursorPos; - window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); + window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine; + window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, group_bb.Max); window->DC.Indent = group_data.BackupIndent; window->DC.GroupOffset = group_data.BackupGroupOffset; window->DC.CurrLineSize = group_data.BackupCurrLineSize; window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; + window->DC.IsSameLine = group_data.BackupIsSameLine; if (g.LogEnabled) g.LogLinePosY = -FLT_MAX; // To enforce a carriage return @@ -10535,7 +12406,7 @@ void ImGui::EndGroup() return; } - window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. ItemSize(group_bb.GetSize()); ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop); @@ -10544,11 +12415,11 @@ void ImGui::EndGroup() // Also if you grep for LastItemId you'll notice it is only used in that context. // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; - const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true); + const bool group_contains_deactivated_id = (group_data.BackupDeactivatedIdIsAlive == false) && (g.DeactivatedItemData.IsAlive == true); if (group_contains_curr_active_id) g.LastItemData.ID = g.ActiveId; - else if (group_contains_prev_active_id) - g.LastItemData.ID = g.ActiveIdPreviousFrame; + else if (group_contains_deactivated_id) + g.LastItemData.ID = g.DeactivatedItemData.ID; g.LastItemData.Rect = group_bb; // Forward Hovered flag @@ -10557,16 +12428,17 @@ void ImGui::EndGroup() g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; // Forward Edited flag - if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) + if (g.ActiveIdHasBeenEditedThisFrame && !group_data.BackupActiveIdHasBeenEditedThisFrame) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; // Forward Deactivated flag g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated; - if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame) + if (group_contains_deactivated_id) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated; g.GroupStack.pop_back(); - //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] + if (g.DebugShowGroupRects) + window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] } @@ -10605,7 +12477,7 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) } scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]); } - scroll[axis] = IM_FLOOR(ImMax(scroll[axis], 0.0f)); + scroll[axis] = ImRound64(ImMax(scroll[axis], 0.0f)); if (!window->Collapsed && !window->SkipItems) scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]); } @@ -10660,7 +12532,7 @@ ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGui else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX)) { if (can_be_fully_visible_x) - SetScrollFromPosX(window, ImFloor((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f); + SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f); else SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f); } @@ -10675,7 +12547,7 @@ ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGui else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY)) { if (can_be_fully_visible_y) - SetScrollFromPosY(window, ImFloor((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f); + SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f); else SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f); } @@ -10760,7 +12632,7 @@ void ImGui::SetScrollY(float scroll_y) void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) { IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); - window->ScrollTarget.x = IM_FLOOR(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset + window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset window->ScrollTargetCenterRatio.x = center_x_ratio; window->ScrollTargetEdgeSnapDist.x = 0.0f; } @@ -10768,7 +12640,7 @@ void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) { IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); - window->ScrollTarget.y = IM_FLOOR(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset + window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset window->ScrollTargetCenterRatio.y = center_y_ratio; window->ScrollTargetEdgeSnapDist.y = 0.0f; } @@ -10831,31 +12703,39 @@ bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags ext { ImGuiContext& g = *GImGui; - if (g.DragDropWithinSource || g.DragDropWithinTarget) + const bool is_dragdrop_tooltip = g.DragDropWithinSource || g.DragDropWithinTarget; + if (is_dragdrop_tooltip) { // Drag and Drop tooltips are positioning differently than other tooltips: // - offset visibility to increase visibility around mouse. // - never clamp within outer viewport boundary. // We call SetNextWindowPos() to enforce position and disable clamping. - // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones). + // See FindBestWindowPosForPopup() for positioning logic of other tooltips (not drag and drop ones). //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; - ImVec2 tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET * g.Style.MouseCursorScale; - SetNextWindowPos(tooltip_pos); + const bool is_touchscreen = (g.IO.MouseSource == ImGuiMouseSource_TouchScreen); + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + ImVec2 tooltip_pos = is_touchscreen ? (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_TOUCH * g.Style.MouseCursorScale) : (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_MOUSE * g.Style.MouseCursorScale); + ImVec2 tooltip_pivot = is_touchscreen ? TOOLTIP_DEFAULT_PIVOT_TOUCH : ImVec2(0.0f, 0.0f); + SetNextWindowPos(tooltip_pos, ImGuiCond_None, tooltip_pivot); + } + SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); - //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( + //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkerboard has issue with transparent colors :( tooltip_flags |= ImGuiTooltipFlags_OverridePrevious; } - char window_name[16]; - ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount); - if (tooltip_flags & ImGuiTooltipFlags_OverridePrevious) - if (ImGuiWindow* window = FindWindowByName(window_name)) - if (window->Active) - { - // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. - SetWindowHiddendAndSkipItemsForCurrentFrame(window); - ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); - } + // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. + if ((tooltip_flags & ImGuiTooltipFlags_OverridePrevious) && g.TooltipPreviousWindow != NULL && g.TooltipPreviousWindow->Active && !IsWindowInBeginStack(g.TooltipPreviousWindow)) + { + //IMGUI_DEBUG_LOG("[tooltip] '%s' already active, using +1 for this frame\n", window_name); + SetWindowHiddenAndSkipItemsForCurrentFrame(g.TooltipPreviousWindow); + g.TooltipOverrideCount++; + } + + const char* window_name_template = is_dragdrop_tooltip ? "##Tooltip_DragDrop_%02d" : "##Tooltip_%02d"; + char window_name[32]; + ImFormatString(window_name, IM_COUNTOF(window_name), window_name_template, g.TooltipOverrideCount); ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking; Begin(window_name, NULL, flags | extra_window_flags); // 2023-03-09: Added bool return value to the API, but currently always returning true. @@ -10973,6 +12853,43 @@ ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal() return NULL; } + +// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing) +// should be positioned behind that modal window, unless the window was created inside the modal begin-stack. +// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent. +// - WindowA // FindBlockingModal() returns Modal1 +// - WindowB // .. returns Modal1 +// - Modal1 // .. returns Modal2 +// - WindowC // .. returns Modal2 +// - WindowD // .. returns Modal2 +// - Modal2 // .. returns Modal2 +// - WindowE // .. returns NULL +// Notes: +// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL. +// Only difference is here we check for ->Active/WasActive but it may be unnecessary. +ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= 0) + return NULL; + + // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal. + for (ImGuiPopupData& popup_data : g.OpenPopupStack) + { + ImGuiWindow* popup_window = popup_data.Window; + if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal)) + continue; + if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows. + continue; + if (window == NULL) // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click. + return popup_window; + if (IsWindowWithinBeginStackOf(window, popup_window)) // Window may be over modal + continue; + return popup_window; // Place window right below first block modal + } + return NULL; +} + void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) { ImGuiContext& g = *GImGui; @@ -11003,10 +12920,10 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. popup_ref.PopupId = id; popup_ref.Window = NULL; - popup_ref.BackupNavWindow = g.NavWindow; // When popup closes focus may be restored to NavWindow (depend on window type). + popup_ref.RestoreNavWindow = g.NavWindow; // When popup closes focus may be restored to NavWindow (depend on window type). popup_ref.OpenFrameCount = g.FrameCount; popup_ref.OpenParentId = parent_window->IDStack.back(); - popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); + popup_ref.OpenPopupPos = NavCalcPreferredRefPos(ImGuiWindowFlags_Popup); popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id); @@ -11016,17 +12933,23 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) } else { - // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui - // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing - // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand. - if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) + // Gently handle the user mistakenly calling OpenPopup() every frames: it is likely a programming mistake! + // However, if we were to run the regular code path, the ui would become completely unusable because the popup will always be + // in hidden-while-calculating-size state _while_ claiming focus. Which is extremely confusing situation for the programmer. + // Instead, for successive frames calls to OpenPopup(), we silently avoid reopening even if ImGuiPopupFlags_NoReopen is not specified. + bool keep_existing = false; + if (g.OpenPopupStack[current_stack_size].PopupId == id) + if ((g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) || (popup_flags & ImGuiPopupFlags_NoReopen)) + keep_existing = true; + if (keep_existing) { + // No reopen g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; } else { - // Close child popups if any, then flag popup for open/reopen - ClosePopupToLevel(current_stack_size, false); + // Reopen: close child popups if any, then flag popup for open/reopen (set position, focus, init navigation) + ClosePopupToLevel(current_stack_size, true); g.OpenPopupStack.push_back(popup_ref); } @@ -11046,6 +12969,7 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to return; // Don't close our own child popup windows. + //IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\") restore_under=%d\n", ref_window ? ref_window->Name : "", restore_focus_to_window_under_popup); int popup_count_to_keep = 0; if (ref_window) { @@ -11056,24 +12980,25 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to if (!popup.Window) continue; IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); - if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) - continue; // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) - // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3: - // Window -> Popup1 -> Popup2 -> Popup3 + // - Clicking/Focusing Window2 won't close Popup1: + // Window -> Popup1 -> Window2(Ref) + // - Clicking/focusing Popup1 will close Popup2 and Popup3: + // Window -> Popup1(Ref) -> Popup2 -> Popup3 // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree! // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child - bool ref_window_is_descendent_of_popup = false; + // We step through every popup from bottom to top to validate their position relative to reference window. + bool ref_window_is_descendant_of_popup = false; for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE if (IsWindowWithinBeginStackOf(ref_window, popup_window)) { - ref_window_is_descendent_of_popup = true; + ref_window_is_descendant_of_popup = true; break; } - if (!ref_window_is_descendent_of_popup) + if (!ref_window_is_descendant_of_popup) break; } } @@ -11102,18 +13027,22 @@ void ImGui::ClosePopupsExceptModals() void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) { ImGuiContext& g = *GImGui; - IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup); + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_under=%d\n", remaining, restore_focus_to_window_under_popup); IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) + for (int n = remaining; n < g.OpenPopupStack.Size; n++) + IMGUI_DEBUG_LOG_POPUP("[popup] - Closing PopupID 0x%08X Window \"%s\"\n", g.OpenPopupStack[n].PopupId, g.OpenPopupStack[n].Window ? g.OpenPopupStack[n].Window->Name : NULL); // Trim open popup stack - ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window; - ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow; + ImGuiPopupData prev_popup = g.OpenPopupStack[remaining]; g.OpenPopupStack.resize(remaining); - if (restore_focus_to_window_under_popup) + // Restore focus (unless popup window was not yet submitted, and didn't have a chance to take focus anyhow. See #7325 for an edge case) + if (restore_focus_to_window_under_popup && prev_popup.Window) { - ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window; - if (focus_window && !focus_window->WasActive && popup_window) + ImGuiWindow* popup_window = prev_popup.Window; + ImGuiWindow* focus_window = (popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : prev_popup.RestoreNavWindow; + if (focus_window && !focus_window->WasActive) FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback else FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None); @@ -11151,8 +13080,8 @@ void ImGui::CloseCurrentPopup() window->DC.NavHideHighlightOneFrame = true; } -// Attention! BeginPopup() adds default flags which BeginPopupEx()! -bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags) +// Attention! BeginPopup() adds default flags when calling BeginPopupEx()! +bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags) { ImGuiContext& g = *GImGui; if (!IsPopupOpen(id, ImGuiPopupFlags_None)) @@ -11162,16 +13091,32 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags) } char name[20]; - if (flags & ImGuiWindowFlags_ChildMenu) - ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth - else - ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame + IM_ASSERT((extra_window_flags & ImGuiWindowFlags_ChildMenu) == 0); // Use BeginPopupMenuEx() + ImFormatString(name, IM_COUNTOF(name), "##Popup_%08x", id); // No recycling, so we can close/open during the same frame - flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking; - bool is_open = Begin(name, NULL, flags); + bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking); if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) EndPopup(); + //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack; + return is_open; +} +bool ImGui::BeginPopupMenuEx(ImGuiID id, const char* label, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + char name[128]; + IM_ASSERT(extra_window_flags & ImGuiWindowFlags_ChildMenu); + ImFormatString(name, IM_COUNTOF(name), "%s###Menu_%02d", label, g.BeginMenuDepth); // Recycle windows based on depth + bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup); + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + EndPopup(); + //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack; return is_open; } @@ -11189,7 +13134,9 @@ bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) } // If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. -// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here. +// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup). +// - *p_open set back to false in BeginPopupModal() when popup is not open. +// - if you set *p_open to false before calling BeginPopupModal(), it will close the popup. bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; @@ -11198,13 +13145,15 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla if (!IsPopupOpen(id, ImGuiPopupFlags_None)) { g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + if (p_open && *p_open) + *p_open = false; return false; } // Center modal windows by default for increased visibility // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. - if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) == 0) { const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); @@ -11226,19 +13175,58 @@ void ImGui::EndPopup() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls - IM_ASSERT(g.BeginPopupStack.Size > 0); + IM_ASSERT_USER_ERROR_RET((window->Flags & ImGuiWindowFlags_Popup) != 0 && g.BeginPopupStack.Size > 0, "Calling EndPopup() in wrong window!"); // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests) if (g.NavWindow == window) NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); // Child-popups don't need to be laid out - IM_ASSERT(g.WithinEndChild == false); + const ImGuiID backup_within_end_popup_id = g.WithinEndPopupID; + const ImGuiID backup_within_end_child_id = g.WithinEndChildID; + g.WithinEndPopupID = window->ID; if (window->Flags & ImGuiWindowFlags_ChildWindow) - g.WithinEndChild = true; + g.WithinEndChildID = window->ID; End(); - g.WithinEndChild = false; + g.WithinEndPopupID = backup_within_end_popup_id; + g.WithinEndChildID = backup_within_end_child_id; +} + +ImGuiMouseButton ImGui::GetMouseButtonFromPopupFlags(ImGuiPopupFlags flags) +{ +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if ((flags & ImGuiPopupFlags_InvalidMask_) != 0) // 1,2 --> ImGuiMouseButton_Right, ImGuiMouseButton_Middle + return (flags & ImGuiPopupFlags_InvalidMask_); +#else + IM_ASSERT((flags & ImGuiPopupFlags_InvalidMask_) == 0); +#endif + if (flags & ImGuiPopupFlags_MouseButtonMask_) + return ((flags & ImGuiPopupFlags_MouseButtonMask_) >> ImGuiPopupFlags_MouseButtonShift_) - 1; + return ImGuiMouseButton_Right; // Default == 1 +} + +bool ImGui::IsPopupOpenRequestForItem(ImGuiPopupFlags popup_flags, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiMouseButton mouse_button = GetMouseButtonFromPopupFlags(popup_flags); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + return true; + if (g.NavOpenContextMenuItemId == id && (IsItemFocused() || id == g.CurrentWindow->MoveId)) + return true; + return false; +} + +bool ImGui::IsPopupOpenRequestForWindow(ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiMouseButton mouse_button = GetMouseButtonFromPopupFlags(popup_flags); + if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered()) + return true; + if (g.NavOpenContextMenuWindowId && g.CurrentWindow->ID) + if (IsWindowChildOf(g.NavWindow, g.CurrentWindow, false, false)) // This enable ordering to be used to disambiguate item vs window (#8803) + return true; + return false; } // Helper to open a popup if mouse button is released over the item @@ -11247,11 +13235,10 @@ void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); - if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + if (IsPopupOpenRequestForItem(popup_flags, g.LastItemData.ID)) { - ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! - IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) OpenPopupEx(id, popup_flags); } } @@ -11278,10 +13265,9 @@ bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flag ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; - ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! - IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) - int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); - if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItem ID. Using LastItem ID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + if (IsPopupOpenRequestForItem(popup_flags, g.LastItemData.ID)) OpenPopupEx(id, popup_flags); return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); } @@ -11293,10 +13279,8 @@ bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_fl if (!str_id) str_id = "window_context"; ImGuiID id = window->GetID(str_id); - int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); - if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) - if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered()) - OpenPopupEx(id, popup_flags); + if (IsPopupOpenRequestForWindow(popup_flags)) + OpenPopupEx(id, popup_flags); return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); } @@ -11307,7 +13291,7 @@ bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flag if (!str_id) str_id = "void_context"; ImGuiID id = window->GetID(str_id); - int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + ImGuiMouseButton mouse_button = GetMouseButtonFromPopupFlags(popup_flags); if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) if (GetTopMostPopupModal() == NULL) OpenPopupEx(id, popup_flags); @@ -11328,10 +13312,10 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s // Combo Box policy (we want a connecting edge) if (policy == ImGuiPopupPositionPolicy_ComboBox) { - const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; + const ImGuiDir dir_preferred_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) { - const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + const ImGuiDir dir = (n == -1) ? *last_dir : dir_preferred_order[n]; if (n != -1 && dir == *last_dir) // Already tried this direction? continue; ImVec2 pos; @@ -11350,10 +13334,10 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s // (Always first try the direction we used on the last frame, if any) if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default) { - const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + const ImGuiDir dir_preferred_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) { - const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + const ImGuiDir dir = (n == -1) ? *last_dir : dir_preferred_order[n]; if (n != -1 && dir == *last_dir) // Already tried this direction? continue; @@ -11440,24 +13424,320 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) if (window->Flags & ImGuiWindowFlags_Tooltip) { // Position tooltip (always follows mouse + clamp within outer boundaries) - // Note that drag and drop tooltips are NOT using this path: BeginTooltipEx() manually sets their position. - // In theory we could handle both cases in same location, but requires a bit of shuffling as drag and drop tooltips are calling SetWindowPos() leading to 'window_pos_set_by_api' being set in Begin() + // FIXME: + // - Too many paths. One problem is that FindBestWindowPosForPopupEx() doesn't allow passing a suggested position (so touch screen path doesn't use it by default). + // - Drag and drop tooltips are not using this path either: BeginTooltipEx() manually sets their position. + // - Require some tidying up. In theory we could handle both cases in same location, but requires a bit of shuffling + // as drag and drop tooltips are calling SetNextWindowPos() leading to 'window_pos_set_by_api' being set in Begin(). IM_ASSERT(g.CurrentWindow == window); const float scale = g.Style.MouseCursorScale; - const ImVec2 ref_pos = NavCalcPreferredRefPos(); - const ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET * scale; + const ImVec2 ref_pos = NavCalcPreferredRefPos(ImGuiWindowFlags_Tooltip); + + if (g.IO.MouseSource == ImGuiMouseSource_TouchScreen && NavCalcPreferredRefPosSource(ImGuiWindowFlags_Tooltip) == ImGuiInputSource_Mouse) + { + ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_TOUCH * scale - (TOOLTIP_DEFAULT_PIVOT_TOUCH * window->Size); + if (r_outer.Contains(ImRect(tooltip_pos, tooltip_pos + window->Size))) + return tooltip_pos; + } + + ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_MOUSE * scale; ImRect r_avoid; - if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)) + if (g.NavCursorVisible && g.NavHighlightItemUnderNav && !g.IO.ConfigNavMoveSetMousePos) r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); else r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255)); + return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip); } IM_ASSERT(0); return window->Pos; } +//----------------------------------------------------------------------------- +// [SECTION] WINDOW FOCUS +//---------------------------------------------------------------------------- +// - SetWindowFocus() +// - SetNextWindowFocus() +// - IsWindowFocused() +// - UpdateWindowInFocusOrderList() [Internal] +// - BringWindowToFocusFront() [Internal] +// - BringWindowToDisplayFront() [Internal] +// - BringWindowToDisplayBack() [Internal] +// - BringWindowToDisplayBehind() [Internal] +// - FindWindowDisplayIndex() [Internal] +// - FocusWindow() [Internal] +// - FocusTopMostWindowUnderOne() [Internal] +//----------------------------------------------------------------------------- + +void ImGui::SetWindowFocus() +{ + FocusWindow(GImGui->CurrentWindow); +} + +void ImGui::SetWindowFocus(const char* name) +{ + if (name) + { + if (ImGuiWindow* window = FindWindowByName(name)) + FocusWindow(window); + } + else + { + FocusWindow(NULL); + } +} + +void ImGui::SetNextWindowFocus() +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasFocus; +} + +// Similar to IsWindowHovered() +bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* ref_window = g.NavWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + + if (ref_window == NULL) + return false; + if (flags & ImGuiFocusedFlags_AnyWindow) + return true; + + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0; + if (flags & ImGuiFocusedFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); + + if (flags & ImGuiFocusedFlags_ChildWindows) + return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); + else + return ref_window == cur_window; +} + +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(g); + int order = window->FocusOrder; + IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking) + IM_ASSERT(g.WindowsFocusOrder[order] == window); + return order; +} + +static void ImGui::UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags) +{ + ImGuiContext& g = *GImGui; + + const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0); + const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild; + if ((just_created || child_flag_changed) && !new_is_explicit_child) + { + IM_ASSERT(!g.WindowsFocusOrder.contains(window)); + g.WindowsFocusOrder.push_back(window); + window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); + } + else if (!just_created && child_flag_changed && new_is_explicit_child) + { + IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window); + for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++) + g.WindowsFocusOrder[n]->FocusOrder--; + g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder); + window->FocusOrder = -1; + } + window->IsExplicitChild = new_is_explicit_child; +} + +void ImGui::BringWindowToFocusFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window == window->RootWindow); + + const int cur_order = window->FocusOrder; + IM_ASSERT(g.WindowsFocusOrder[cur_order] == window); + if (g.WindowsFocusOrder.back() == window) + return; + + const int new_order = g.WindowsFocusOrder.Size - 1; + for (int n = cur_order; n < new_order; n++) + { + g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1]; + g.WindowsFocusOrder[n]->FocusOrder--; + IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n); + } + g.WindowsFocusOrder[new_order] = window; + window->FocusOrder = (short)new_order; +} + +// Note technically focus related but rather adjacent and close to BringWindowToFocusFront() +// FIXME-FOCUS: Could opt-in/opt-out enable modal check like in FocusWindow(). +void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* current_front_window = g.Windows.back(); + if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better) + return; + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window + if (g.Windows[i] == window) + { + memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); + g.Windows[g.Windows.Size - 1] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.Windows[0] == window) + return; + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i] == window) + { + memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); + g.Windows[0] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window) +{ + IM_ASSERT(window != NULL && behind_window != NULL); + ImGuiContext& g = *GImGui; + window = window->RootWindow; + behind_window = behind_window->RootWindow; + int pos_wnd = FindWindowDisplayIndex(window); + int pos_beh = FindWindowDisplayIndex(behind_window); + if (pos_wnd < pos_beh) + { + size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes); + g.Windows[pos_beh - 1] = window; + } + else + { + size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes); + g.Windows[pos_beh] = window; + } +} + +int ImGui::FindWindowDisplayIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return g.Windows.index_from_ptr(g.Windows.find(window)); +} + +// Moving window to front of display and set focus (which happens to be back of our sorted list) +void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags) +{ + ImGuiContext& g = *GImGui; + + // Modal check? + if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case. + if (ImGuiWindow* blocking_modal = FindBlockingModal(window)) + { + // This block would typically be reached in two situations: + // - API call to FocusWindow() with a window under a modal and ImGuiFocusRequestFlags_UnlessBelowModal flag. + // - User clicking on void or anything behind a modal while a modal is open (window == NULL) + IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "", blocking_modal->Name); + if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayBehind(window, blocking_modal); // Still bring right under modal. (FIXME: Could move in focus list too?) + ClosePopupsOverWindow(GetTopMostPopupModal(), false); // Note how we need to use GetTopMostPopupModal() aad NOT blocking_modal, to handle nested modals + return; + } + + // Find last focused child (if any) and focus it instead. + if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL) + window = NavRestoreLastChildNavWindow(window); + + // Apply focus + if (g.NavWindow != window) + { + SetNavWindow(window); + if (window && g.NavHighlightItemUnderNav) + g.NavMousePosDirty = true; + g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavLayer = ImGuiNavLayer_Main; + SetNavFocusScope(window ? window->NavRootFocusScopeId : 0); + g.NavIdIsAlive = false; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + + // Close popups if any + ClosePopupsOverWindow(window, false); + } + + // Move the root window to the top of the pile + IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL); + ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; + ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL; + ImGuiDockNode* dock_node = window ? window->DockNode : NULL; + bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow); + + // Steal active widgets. Some of the cases it triggers includes: + // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. + // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) + // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window. + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) + if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host) + ClearActiveID(); + + // Passing NULL allow to disable keyboard focus + if (!window) + return; + window->LastFrameJustFocused = g.FrameCount; + + // Select in dock node + // For #2304 we avoid applying focus immediately before the tabbar is visible. + //if (dock_node && dock_node->TabBar) + // dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId; + + // Bring to front + BringWindowToFocusFront(focus_front_window); + if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayFront(display_front_window); +} + +void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags) +{ + ImGuiContext& g = *GImGui; + int start_idx = g.WindowsFocusOrder.Size - 1; + if (under_this_window != NULL) + { + // Aim at root window behind us, if we are in a child window that's our own root (see #4640) + int offset = -1; + while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow) + { + under_this_window = under_this_window->ParentWindow; + offset = 0; + } + start_idx = FindWindowFocusIndex(under_this_window) + offset; + } + for (int i = start_idx; i >= 0; i--) + { + // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. + ImGuiWindow* window = g.WindowsFocusOrder[i]; + if (window == ignore_window || !window->WasActive) + continue; + if (filter_viewport != NULL && window->Viewport != filter_viewport) + continue; + if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) + { + // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set... + // This is failing (lagging by one frame) for docked windows. + // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B. + // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update) + // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself? + FocusWindow(window, flags); + return; + } + } + FocusWindow(NULL, flags); +} + //----------------------------------------------------------------------------- // [SECTION] KEYBOARD/GAMEPAD NAVIGATION //----------------------------------------------------------------------------- @@ -11466,6 +13746,31 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) // In our terminology those should be interchangeable, yet right now this is super confusing. // Those two functions are merely a legacy artifact, so at minimum naming should be clarified. +void ImGui::SetNavCursorVisible(bool visible) +{ + ImGuiContext& g = *GImGui; + if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + visible = false; + else if (g.IO.ConfigNavCursorVisibleAlways) + visible = true; + g.NavCursorVisible = visible; +} + +// (was called NavRestoreHighlightAfterMove() before 1.91.4) +void ImGui::SetNavCursorVisibleAfterMove() +{ + ImGuiContext& g = *GImGui; + if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + g.NavCursorVisible = false; + else if (g.NavInputSource == ImGuiInputSource_Keyboard && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) == 0) + g.NavCursorVisible = false; + else if (g.NavInputSource == ImGuiInputSource_Gamepad && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + g.NavCursorVisible = false; + else if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = true; + g.NavHighlightItemUnderNav = g.NavMousePosDirty = true; +} + void ImGui::SetNavWindow(ImGuiWindow* window) { ImGuiContext& g = *GImGui; @@ -11479,6 +13784,13 @@ void ImGui::SetNavWindow(ImGuiWindow* window) NavUpdateAnyRequestFlag(); } +void ImGui::NavHighlightActivated(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavHighlightActivatedId = id; + g.NavHighlightActivatedTimer = NAV_ACTIVATE_HIGHLIGHT_TIMER; +} + void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis) { ImGuiContext& g = *GImGui; @@ -11492,7 +13804,7 @@ void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu); g.NavId = id; g.NavLayer = nav_layer; - g.NavFocusScopeId = focus_scope_id; + SetNavFocusScope(focus_scope_id); g.NavWindow->NavLastIds[nav_layer] = id; g.NavWindow->NavRectRel[nav_layer] = rect_rel; @@ -11514,15 +13826,18 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; g.NavId = id; g.NavLayer = nav_layer; - g.NavFocusScopeId = g.CurrentFocusScopeId; + SetNavFocusScope(g.CurrentFocusScopeId); window->NavLastIds[nav_layer] = id; if (g.LastItemData.ID == id) window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); + g.NavIdItemFlags = (g.LastItemData.ID == id) ? g.LastItemData.ItemFlags : ImGuiItemFlags_None; + if (id == g.ActiveIdIsAlive) + g.NavIdIsAlive = true; if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) - g.NavDisableMouseHover = true; - else - g.NavDisableHighlight = true; + g.NavHighlightItemUnderNav = true; + else if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) NavClearPreferredPosForAxis(ImGuiAxis_X); @@ -11545,8 +13860,8 @@ static float inline NavScoreItemDistInterval(float cand_min, float cand_max, flo return 0.0f; } -// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057 -static bool ImGui::NavScoreItem(ImGuiNavItemData* result) +// Scoring function for keyboard/gamepad directional navigation. Based on https://gist.github.com/rygorous/6981057 +static bool ImGui::NavScoreItem(ImGuiNavItemData* result, const ImRect& nav_bb) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -11554,14 +13869,14 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result) return false; // FIXME: Those are not good variables names - ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle + ImRect cand = nav_bb; // Current item nav rectangle const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) g.NavScoringDebugCount++; // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring if (window->ParentWindow == g.NavWindow) { - IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened); + IM_ASSERT((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened); if (!window->ClipRect.Overlaps(cand)) return false; cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window @@ -11586,6 +13901,9 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result) if (dbx != 0.0f || dby != 0.0f) { // For non-overlapping boxes, use distance between boxes + // FIXME-NAV: Quadrant may be incorrect because of (1) dbx bias and (2) curr.Max.y bias applied by NavBiasScoringRect() where typically curr.Max.y==curr.Min.y + // One typical case where this happens, with style.WindowMenuButtonPosition == ImGuiDir_Right, pressing Left to navigate from Close to Collapse tends to fail. + // Also see #6344. Calling ImGetDirQuadrantFromDelta() with unbiased values may be good but side-effects are plenty. dax = dbx; day = dby; dist_axial = dist_box; @@ -11608,11 +13926,11 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result) const ImGuiDir move_dir = g.NavMoveDir; #if IMGUI_DEBUG_NAV_SCORING char buf[200]; - if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate. + if (g.IO.KeyCtrl) // Hold Ctrl to preview score in matching quadrant. Ctrl+Arrow to rotate. { if (quadrant == move_dir) { - ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); + ImFormatString(buf, IM_COUNTOF(buf), "%.0f/%.0f", dist_box, dist_center); ImDrawList* draw_list = GetForegroundDrawList(window); draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80)); draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200)); @@ -11623,7 +13941,7 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result) const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space)); if (debug_hovering || debug_tty) { - ImFormatString(buf, IM_ARRAYSIZE(buf), + ImFormatString(buf, IM_COUNTOF(buf), "d-box (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]); if (debug_hovering) @@ -11691,9 +14009,9 @@ static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result) result->Window = window; result->ID = g.LastItemData.ID; result->FocusScopeId = g.CurrentFocusScopeId; - result->InFlags = g.LastItemData.InFlags; + result->ItemFlags = g.LastItemData.ItemFlags; result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect); - if (result->InFlags & ImGuiItemFlags_HasSelectionUserData) + if (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) { IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. @@ -11716,15 +14034,15 @@ static void ImGui::NavProcessItem() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; const ImGuiID id = g.LastItemData.ID; - const ImGuiItemFlags item_flags = g.LastItemData.InFlags; + const ImGuiItemFlags item_flags = g.LastItemData.ItemFlags; - // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221) + // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221, #8816) + ImRect nav_bb = g.LastItemData.NavRect; if (window->DC.NavIsScrollPushableX == false) { - g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x); - g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + nav_bb.Min.x = ImClamp(nav_bb.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + nav_bb.Max.x = ImClamp(nav_bb.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x); } - const ImRect nav_bb = g.LastItemData.NavRect; // Process Init Request if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0) @@ -11746,23 +14064,30 @@ static void ImGui::NavProcessItem() // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0) { - const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; - if (is_tabbing) + if ((g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi) || (window->Flags & ImGuiWindowFlags_NoNavInputs) == 0) { - NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags); - } - else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) - { - ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; - if (NavScoreItem(result)) - NavApplyItemToResult(result); + const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; + if (is_tabbing) + { + NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags); + } + else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) + { + ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + if (NavScoreItem(result, nav_bb)) + NavApplyItemToResult(result); - // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. - const float VISIBLE_RATIO = 0.70f; - if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) - if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) - if (NavScoreItem(&g.NavMoveResultLocalVisible)) - NavApplyItemToResult(&g.NavMoveResultLocalVisible); + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. + const float VISIBLE_RATIO = 0.70f; + if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) + { + const ImRect& r = window->InnerRect; // window->ClipRect + if (r.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, r.Min.y, r.Max.y) - ImClamp(nav_bb.Min.y, r.Min.y, r.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisible, nav_bb)) + NavApplyItemToResult(&g.NavMoveResultLocalVisible); + } + } } } @@ -11772,9 +14097,11 @@ static void ImGui::NavProcessItem() if (g.NavWindow != window) SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window. g.NavLayer = window->DC.NavLayerCurrent; + SetNavFocusScope(g.CurrentFocusScopeId); // Will set g.NavFocusScopeId AND store g.NavFocusScopePath g.NavFocusScopeId = g.CurrentFocusScopeId; g.NavIdIsAlive = true; - if (g.LastItemData.InFlags & ImGuiItemFlags_HasSelectionUserData) + g.NavIdItemFlags = item_flags; + if (g.LastItemData.ItemFlags & ImGuiItemFlags_HasSelectionUserData) { IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. @@ -11795,8 +14122,12 @@ void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flag ImGuiContext& g = *GImGui; if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0) + { if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent) return; + if (g.NavFocusScopeId != g.CurrentFocusScopeId) + return; + } // - Can always land on an item when using API call. // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item. @@ -11856,6 +14187,7 @@ void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavM { ImGuiContext& g = *GImGui; IM_ASSERT(g.NavWindow != NULL); + //IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestSubmit: dir %c, window \"%s\"\n", "-WENS"[move_dir + 1], g.NavWindow->Name); if (move_flags & ImGuiNavMoveFlags_IsTabbing) move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId; @@ -11867,7 +14199,7 @@ void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavM g.NavMoveFlags = move_flags; g.NavMoveScrollFlags = scroll_flags; g.NavMoveForwardToNextFrame = false; - g.NavMoveKeyMods = g.IO.KeyMods; + g.NavMoveKeyMods = (move_flags & ImGuiNavMoveFlags_FocusApi) ? 0 : g.IO.KeyMods; g.NavMoveResultLocal.Clear(); g.NavMoveResultLocalVisible.Clear(); g.NavMoveResultOther.Clear(); @@ -11884,13 +14216,13 @@ void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) NavUpdateAnyRequestFlag(); } -// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere -void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data) +// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsToParent +void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, const ImGuiTreeNodeStackData* tree_node_data) { ImGuiContext& g = *GImGui; g.NavMoveScoringItems = false; g.LastItemData.ID = tree_node_data->ID; - g.LastItemData.InFlags = tree_node_data->InFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper). + g.LastItemData.ItemFlags = tree_node_data->ItemFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper). g.LastItemData.NavRect = tree_node_data->NavRect; NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult() NavClearPreferredPosForAxis(ImGuiAxis_Y); @@ -11926,7 +14258,7 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wra // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it: // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest(). - if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main) + if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == window->DC.NavLayerCurrent) g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags; } @@ -11976,13 +14308,6 @@ void ImGui::NavRestoreLayer(ImGuiNavLayer layer) } } -void ImGui::NavRestoreHighlightAfterMove() -{ - ImGuiContext& g = *GImGui; - g.NavDisableHighlight = false; - g.NavDisableMouseHover = g.NavMousePosDirty = true; -} - static inline void ImGui::NavUpdateAnyRequestFlag() { ImGuiContext& g = *GImGui; @@ -12001,7 +14326,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) if (window->Flags & ImGuiWindowFlags_NoNavInputs) { g.NavId = 0; - g.NavFocusScopeId = window->NavRootFocusScopeId; + SetNavFocusScope(window->NavRootFocusScopeId); return; } @@ -12020,15 +14345,34 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) else { g.NavId = window->NavLastIds[0]; - g.NavFocusScopeId = window->NavRootFocusScopeId; + SetNavFocusScope(window->NavRootFocusScopeId); } } -static ImVec2 ImGui::NavCalcPreferredRefPos() +// Positioning logic altered slightly for remote activation: for Popup we want to use item rect, for Tooltip we leave things alone. (#9138) +// When calling for ImGuiWindowFlags_Popup we use LastItemData. +static ImGuiInputSource ImGui::NavCalcPreferredRefPosSource(ImGuiWindowFlags window_type) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.NavWindow; - if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window) + + const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID; + if ((window_type & ImGuiWindowFlags_Popup) && activated_shortcut) + return ImGuiInputSource_Keyboard; + + if (!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !window) + return ImGuiInputSource_Mouse; + else + return ImGuiInputSource_Keyboard; // or Nav in general +} + +static ImVec2 ImGui::NavCalcPreferredRefPos(ImGuiWindowFlags window_type) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + ImGuiInputSource source = NavCalcPreferredRefPosSource(window_type); + + if (source == ImGuiInputSource_Mouse) { // Mouse (we need a fallback in case the mouse becomes invalid after being used) // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard. @@ -12039,16 +14383,24 @@ static ImVec2 ImGui::NavCalcPreferredRefPos() else { // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item + const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID; + ImRect ref_rect; + if (activated_shortcut && (window_type & ImGuiWindowFlags_Popup)) + ref_rect = g.LastItemData.NavRect; + else if (window != NULL) + ref_rect = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]); + // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?) - ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]); - if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX)) + if (window != NULL && window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX)) { ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); - rect_rel.Translate(window->Scroll - next_scroll); + ref_rect.Translate(window->Scroll - next_scroll); } - ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); - ImGuiViewport* viewport = window->Viewport; - return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. + ImVec2 pos = ImVec2(ref_rect.Min.x + ImMin(g.Style.FramePadding.x * 4, ref_rect.GetWidth()), ref_rect.Max.y - ImMin(g.Style.FramePadding.y, ref_rect.GetHeight())); + if (window != NULL) + if (ImGuiViewport* viewport = window->Viewport) + pos = ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size); + return ImTrunc(pos); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. } } @@ -12100,6 +14452,7 @@ static void ImGui::NavUpdate() // Process navigation init request (select first/default focus) g.NavJustMovedToId = 0; + g.NavJustMovedToFocusScopeId = g.NavJustMovedFromFocusScopeId = 0; if (g.NavInitResult.ID != 0) NavInitRequestApplyResult(); g.NavInitRequest = false; @@ -12111,11 +14464,14 @@ static void ImGui::NavUpdate() NavMoveRequestApplyResult(); g.NavTabbingCounter = 0; g.NavMoveSubmitted = g.NavMoveScoringItems = false; + if (g.NavCursorHideFrames > 0) + if (--g.NavCursorHideFrames == 0) + g.NavCursorVisible = true; // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling) bool set_mouse_pos = false; if (g.NavMousePosDirty && g.NavIdIsAlive) - if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) + if (g.NavCursorVisible && g.NavHighlightItemUnderNav && g.NavWindow) set_mouse_pos = true; g.NavMousePosDirty = false; IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu); @@ -12126,45 +14482,61 @@ static void ImGui::NavUpdate() if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main) g.NavWindow->NavLastChildNavWindow = NULL; - // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) + // Update Ctrl+Tab and Windowing features (hold Square to move/resize/etc.) NavUpdateWindowing(); // Set output flags for user application io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); - io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); + io.NavVisible = (io.NavActive && g.NavId != 0 && g.NavCursorVisible) || (g.NavWindowingTarget != NULL); // Process NavCancel input (to close a popup, get back to parent, clear focus) NavUpdateCancelRequest(); + NavUpdateContextMenuRequest(); // Process manual activation request g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0; g.NavActivateFlags = ImGuiActivateFlags_None; - if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + if (g.NavId != 0 && g.NavCursorVisible && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { - const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate)); - const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false))); - const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput)); - const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false))); + const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner)); + const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, 0, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, 0, ImGuiKeyOwner_NoOwner))); + const bool input_pressed_keyboard = nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, 0, ImGuiKeyOwner_NoOwner) || IsKeyPressed(ImGuiKey_KeypadEnter, 0, ImGuiKeyOwner_NoOwner)); + bool input_pressed_gamepad = false; + if (activate_down && nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner) && (g.NavIdItemFlags & ImGuiItemFlags_Inputable)) // requires ImGuiItemFlags_Inputable to avoid retriggering regular buttons. + if (GetKeyData(ImGuiKey_NavGamepadActivate)->DownDurationPrev < NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY && GetKeyData(ImGuiKey_NavGamepadActivate)->DownDuration >= NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY) + input_pressed_gamepad = true; + if (g.ActiveId == 0 && activate_pressed) { g.NavActivateId = g.NavId; g.NavActivateFlags = ImGuiActivateFlags_PreferTweak; } - if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed) + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (input_pressed_keyboard || input_pressed_gamepad)) { g.NavActivateId = g.NavId; g.NavActivateFlags = ImGuiActivateFlags_PreferInput; } - if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down)) + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_pressed_keyboard || input_pressed_gamepad)) // FIXME-NAV: Unsure why input_pressed_xxx (migrated from input_down which was already dubious) g.NavActivateDownId = g.NavId; - if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed)) + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed_keyboard || input_pressed_gamepad)) + { g.NavActivatePressedId = g.NavId; + NavHighlightActivated(g.NavId); + } } if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) - g.NavDisableHighlight = true; + g.NavCursorVisible = false; + else if (g.IO.ConfigNavCursorVisibleAlways && g.NavCursorHideFrames == 0) + g.NavCursorVisible = true; if (g.NavActivateId != 0) IM_ASSERT(g.NavActivateDownId == g.NavActivateId); + // Highlight + if (g.NavHighlightActivatedTimer > 0.0f) + g.NavHighlightActivatedTimer = ImMax(0.0f, g.NavHighlightActivatedTimer - io.DeltaTime); + if (g.NavHighlightActivatedTimer == 0.0f) + g.NavHighlightActivatedId = 0; + // Process programmatic activation request // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others) if (g.NavNextActivateId != 0) @@ -12186,14 +14558,14 @@ static void ImGui::NavUpdate() { // *Fallback* manual-scroll with Nav directional keys when window has no navigable item ImGuiWindow* window = g.NavWindow; - const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + const float scroll_speed = IM_ROUND(window->FontRefSize * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. const ImGuiDir move_dir = g.NavMoveDir; if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None) { if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) - SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) - SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); } // *Normal* Manual scroll with LStick @@ -12203,27 +14575,23 @@ static void ImGui::NavUpdate() const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f; if (scroll_dir.x != 0.0f && window->ScrollbarX) - SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor)); + SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor)); if (scroll_dir.y != 0.0f) - SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor)); + SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor)); } } // Always prioritize mouse highlight if navigation is disabled if (!nav_keyboard_active && !nav_gamepad_active) { - g.NavDisableHighlight = true; - g.NavDisableMouseHover = set_mouse_pos = false; + g.NavCursorVisible = false; + g.NavHighlightItemUnderNav = set_mouse_pos = false; } // Update mouse position if requested // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied) - if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) - { - io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos(); - io.WantSetMousePos = true; - //IMGUI_DEBUG_LOG_IO("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y); - } + if (set_mouse_pos && io.ConfigNavMoveSetMousePos && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + TeleportMousePos(NavCalcPreferredRefPos(ImGuiWindowFlags_Popup)); // [DEBUG] g.NavScoringDebugCount = 0; @@ -12247,9 +14615,12 @@ void ImGui::NavInitRequestApplyResult() ImGuiNavItemData* result = &g.NavInitResult; if (g.NavId != result->ID) { + g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId; g.NavJustMovedToId = result->ID; g.NavJustMovedToFocusScopeId = result->FocusScopeId; g.NavJustMovedToKeyMods = 0; + g.NavJustMovedToIsTabbing = false; + g.NavJustMovedToHasSelectionData = (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) != 0; } // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) @@ -12260,7 +14631,7 @@ void ImGui::NavInitRequestApplyResult() if (result->SelectionUserData != ImGuiSelectionUserData_Invalid) g.NavLastValidSelectionUserData = result->SelectionUserData; if (g.NavInitRequestFromMove) - NavRestoreHighlightAfterMove(); + SetNavCursorVisibleAfterMove(); } // Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position @@ -12313,10 +14684,10 @@ void ImGui::NavUpdateCreateMoveRequest() if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) { const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove; - if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Down; } } g.NavMoveClipDir = g.NavMoveDir; g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); @@ -12324,16 +14695,11 @@ void ImGui::NavUpdateCreateMoveRequest() // Update PageUp/PageDown/Home/End scroll // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? - float scoring_rect_offset_y = 0.0f; + float scoring_page_offset_y = 0.0f; if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) - scoring_rect_offset_y = NavUpdatePageUpPageDown(); - if (scoring_rect_offset_y != 0.0f) - { - g.NavScoringNoClipRect = window->InnerRect; - g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y); - } + scoring_page_offset_y = NavUpdatePageUpPageDown(); - // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction. + // [DEBUG] Always send a request when holding Ctrl. Hold Ctrl + Arrow change the direction. #if IMGUI_DEBUG_NAV_SCORING //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C)) // g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); @@ -12357,7 +14723,8 @@ void ImGui::NavUpdateCreateMoveRequest() IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "", g.NavLayer); g.NavInitRequest = g.NavInitRequestFromMove = true; g.NavInitResult.ID = 0; - g.NavDisableHighlight = false; + if (g.IO.ConfigNavCursorVisibleAuto) // NO check for _NoNavInputs here as we assume MoveRequests cannot be created. + g.NavCursorVisible = true; } // When using gamepad, we project the reference nav bounding box into window visible area. @@ -12376,8 +14743,8 @@ void ImGui::NavUpdateCreateMoveRequest() if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer])) { IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n"); - float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f); - float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item + float pad_x = ImMin(inner_rect_rel.GetWidth(), window->FontRefSize * 0.5f); + float pad_y = ImMin(inner_rect_rel.GetHeight(), window->FontRefSize * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX; inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX; inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX; @@ -12387,21 +14754,33 @@ void ImGui::NavUpdateCreateMoveRequest() } } + // Prepare scoring rectangle. // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) ImRect scoring_rect; if (window != NULL) { ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); scoring_rect = WindowRectRelToAbs(window, nav_rect_rel); - scoring_rect.TranslateY(scoring_rect_offset_y); + + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove) + { + // When we start from a visible location, score visible items and prioritize this result. + if (window->InnerRect.Contains(scoring_rect)) + g.NavMoveFlags |= ImGuiNavMoveFlags_AlsoScoreVisibleSet; + g.NavScoringNoClipRect = scoring_rect; + scoring_rect.TranslateY(scoring_page_offset_y); + g.NavScoringNoClipRect.Add(scoring_rect); + } + + //GetForegroundDrawList()->AddRectFilled(scoring_rect.Min - ImVec2(1, 1), scoring_rect.Max + ImVec2(1, 1), IM_COL32(255, 100, 0, 80)); // [DEBUG] Pre-bias if (g.NavMoveSubmitted) NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags); IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem(). - //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG] - //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG] + //GetForegroundDrawList()->AddRectFilled(scoring_rect.Min - ImVec2(1, 1), scoring_rect.Max + ImVec2(1, 1), IM_COL32(255, 100, 0, 80)); // [DEBUG] Post-bias + //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRectFilled(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(100, 255, 0, 80)); } // [DEBUG] } g.NavScoringRect = scoring_rect; - g.NavScoringNoClipRect.Add(scoring_rect); + //g.NavScoringNoClipRect.Add(scoring_rect); } void ImGui::NavUpdateCreateTabbingRequest() @@ -12409,10 +14788,10 @@ void ImGui::NavUpdateCreateTabbingRequest() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.NavWindow; IM_ASSERT(g.NavMoveDir == ImGuiDir_None); - if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs)) + if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs) || !g.ConfigNavEnableTabbing) return; - const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt; + const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner) && !g.IO.KeyCtrl && !g.IO.KeyAlt; if (!tab_pressed) return; @@ -12421,7 +14800,7 @@ void ImGui::NavUpdateCreateTabbingRequest() // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping. const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; if (nav_keyboard_active) - g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1; + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavCursorVisible == false && g.ActiveId == 0) ? 0 : +1; else g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate; @@ -12453,9 +14832,9 @@ void ImGui::NavMoveRequestApplyResult() if (result == NULL) { if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) - g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight; - if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0) - NavRestoreHighlightAfterMove(); + g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavCursorVisible; + if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0) + SetNavCursorVisibleAfterMove(); NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis. IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n"); return; @@ -12492,16 +14871,24 @@ void ImGui::NavMoveRequestApplyResult() g.NavWindow = result->Window; g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; } - if (g.ActiveId != result->ID) + + // Clear active id unless requested not to + // FIXME: ImGuiNavMoveFlags_NoClearActiveId is currently unused as we don't have a clear strategy to preserve active id after interaction, + // so this is mostly provided as a gateway for further experiments (see #1418, #2890) + if (g.ActiveId != result->ID && (g.NavMoveFlags & ImGuiNavMoveFlags_NoClearActiveId) == 0) ClearActiveID(); // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior. if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0) { + g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId; g.NavJustMovedToId = result->ID; g.NavJustMovedToFocusScopeId = result->FocusScopeId; g.NavJustMovedToKeyMods = g.NavMoveKeyMods; + g.NavJustMovedToIsTabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; + g.NavJustMovedToHasSelectionData = (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) != 0; + //IMGUI_DEBUG_LOG_NAV("[nav] NavJustMovedFromFocusScopeId = 0x%08X, NavJustMovedToFocusScopeId = 0x%08X\n", g.NavJustMovedFromFocusScopeId, g.NavJustMovedToFocusScopeId); } // Apply new NavID/Focus @@ -12520,7 +14907,7 @@ void ImGui::NavMoveRequestApplyResult() } // Tabbing: Activates Inputable, otherwise only Focus - if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->InFlags & ImGuiItemFlags_Inputable) == 0) + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->ItemFlags & ImGuiItemFlags_Inputable) == 0) g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate; // Activate @@ -12528,16 +14915,18 @@ void ImGui::NavMoveRequestApplyResult() { g.NavNextActivateId = result->ID; g.NavNextActivateFlags = ImGuiActivateFlags_None; + if (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi) + g.NavNextActivateFlags |= ImGuiActivateFlags_FromFocusApi; if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) - g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState; + g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing; } - // Enable nav highlight - if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0) - NavRestoreHighlightAfterMove(); + // Make nav cursor visible + if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0) + SetNavCursorVisibleAfterMove(); } -// Process NavCancel input (to close a popup, get back to parent, clear focus) +// Process Escape/NavCancel input (to close a popup, get back to parent, clear focus) // FIXME: In order to support e.g. Escape to clear a selection we'll need: // - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it. // - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept @@ -12546,7 +14935,7 @@ static void ImGui::NavUpdateCancelRequest() ImGuiContext& g = *GImGui; const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; - if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None))) + if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, 0, ImGuiKeyOwner_NoOwner)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, 0, ImGuiKeyOwner_NoOwner))) return; IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n"); @@ -12558,18 +14947,17 @@ static void ImGui::NavUpdateCancelRequest() { // Leave the "menu" layer NavRestoreLayer(ImGuiNavLayer_Main); - NavRestoreHighlightAfterMove(); + SetNavCursorVisibleAfterMove(); } - else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) + else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow) { // Exit child window - ImGuiWindow* child_window = g.NavWindow; - ImGuiWindow* parent_window = g.NavWindow->ParentWindow; + ImGuiWindow* child_window = g.NavWindow->RootWindowForNav; + ImGuiWindow* parent_window = child_window->ParentWindow; IM_ASSERT(child_window->ChildId != 0); - ImRect child_rect = child_window->Rect(); FocusWindow(parent_window); - SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect)); - NavRestoreHighlightAfterMove(); + SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_window->Rect())); + SetNavCursorVisibleAfterMove(); } else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) { @@ -12579,12 +14967,44 @@ static void ImGui::NavUpdateCancelRequest() else { // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were - if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) - g.NavWindow->NavLastIds[0] = 0; - g.NavId = 0; + // FIXME-NAV: This should happen on window appearing. + if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow) + if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup)))// || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) + g.NavWindow->NavLastIds[0] = 0; + + // Clear nav focus + if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow) + g.NavId = 0; + if (g.IO.ConfigNavEscapeClearFocusWindow) + FocusWindow(NULL); } } +static void ImGui::NavUpdateContextMenuRequest() +{ + ImGuiContext& g = *GImGui; + g.NavOpenContextMenuItemId = g.NavOpenContextMenuWindowId = 0; + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if ((!nav_keyboard_active && !nav_gamepad_active) || g.NavWindow == NULL) + return; + + bool request = false; + request |= nav_keyboard_active && (IsKeyReleased(ImGuiKey_Menu, ImGuiKeyOwner_NoOwner) || (IsKeyPressed(ImGuiKey_F10, ImGuiInputFlags_None, ImGuiKeyOwner_NoOwner) && g.IO.KeyMods == ImGuiMod_Shift)); + request |= nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadContextMenu, ImGuiInputFlags_None, ImGuiKeyOwner_NoOwner); + if (!request) + return; + g.NavOpenContextMenuItemId = g.NavId; + g.NavOpenContextMenuWindowId = g.NavWindow->ID; + + // Allow triggering for Begin()..BeginPopupContextItem(). A possible alternative would be to use g.NavLayer == ImGuiNavLayer_Menu. + if (g.NavId == g.NavWindow->GetID("#CLOSE") || g.NavId == g.NavWindow->GetID("#COLLAPSE")) + g.NavOpenContextMenuItemId = g.NavWindow->MoveId; + + g.NavInputSource = ImGuiInputSource_Keyboard; + SetNavCursorVisibleAfterMove(); +} + // Handle PageUp/PageDown/Home/End keys // Called from NavUpdateCreateMoveRequest() which will use our output to create a move request // FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference @@ -12596,22 +15016,22 @@ static float ImGui::NavUpdatePageUpPageDown() if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL) return 0.0f; - const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None); - const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None); - const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat); - const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat); + const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_NoOwner); + const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_NoOwner); + const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner); + const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner); if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out return 0.0f; if (g.NavLayer != ImGuiNavLayer_Main) NavRestoreLayer(ImGuiNavLayer_Main); - if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY) + if ((window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Main)) == 0 && window->DC.NavWindowHasScrollY) { // Fallback manual-scroll when window has no navigable item - if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat)) + if (IsKeyPressed(ImGuiKey_PageUp, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner)) SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); - else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat)) + else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner)) SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); else if (home_pressed) SetScrollY(window, 0.0f); @@ -12621,21 +15041,21 @@ static float ImGui::NavUpdatePageUpPageDown() else { ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; - const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->FontRefSize * 1.0f + nav_rect_rel.GetHeight()); float nav_scoring_rect_offset_y = 0.0f; if (IsKeyPressed(ImGuiKey_PageUp, true)) { nav_scoring_rect_offset_y = -page_offset_y; g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) g.NavMoveClipDir = ImGuiDir_Up; - g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_IsPageMove; // ImGuiNavMoveFlags_AlsoScoreVisibleSet may be added later } else if (IsKeyPressed(ImGuiKey_PageDown, true)) { nav_scoring_rect_offset_y = +page_offset_y; g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) g.NavMoveClipDir = ImGuiDir_Down; - g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_IsPageMove; // ImGuiNavMoveFlags_AlsoScoreVisibleSet may be added later } else if (home_pressed) { @@ -12667,7 +15087,7 @@ static void ImGui::NavEndFrame() { ImGuiContext& g = *GImGui; - // Show CTRL+TAB list window + // Show Ctrl+Tab list window if (g.NavWindowingTarget != NULL) NavUpdateWindowingOverlay(); @@ -12689,9 +15109,13 @@ static void ImGui::NavUpdateCreateWrappingRequest() const ImGuiNavMoveFlags move_flags = g.NavMoveFlags; //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + + // Menu layer does not maintain scrolling / content size (#9178) + ImVec2 wrap_size = (g.NavLayer == ImGuiNavLayer_Menu) ? window->Size : window->ContentSize + window->WindowPadding; + if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) { - bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x; + bb_rel.Min.x = bb_rel.Max.x = wrap_size.x; if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row @@ -12711,7 +15135,7 @@ static void ImGui::NavUpdateCreateWrappingRequest() } if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) { - bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y; + bb_rel.Min.y = bb_rel.Max.y = wrap_size.y; if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column @@ -12737,14 +15161,12 @@ static void ImGui::NavUpdateCreateWrappingRequest() NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags); } -static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) +// Can we focus this window with Ctrl+Tab (or PadMenu + PadFocusPrev/PadFocusNext) +// Note that NoNavFocus makes the window not reachable with Ctrl+Tab but it can still be focused with mouse or programmatically. +// If you want a window to never be focused, you may use the e.g. NoInputs flag. +bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - IM_UNUSED(g); - int order = window->FocusOrder; - IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking) - IM_ASSERT(g.WindowsFocusOrder[order] == window); - return order; + return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); } static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) @@ -12756,7 +15178,7 @@ static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // return NULL; } -static void NavUpdateWindowingHighlightWindow(int focus_change_dir) +static void NavUpdateWindowingTarget(int focus_change_dir) { ImGuiContext& g = *GImGui; IM_ASSERT(g.NavWindowingTarget); @@ -12775,8 +15197,43 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir) g.NavWindowingToggleLayer = false; } +// Apply focus and close overlay +static void ImGui::NavUpdateWindowingApplyFocus(ImGuiWindow* apply_focus_window) +{ + // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow() ? + // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow() + ImGuiContext& g = *GImGui; + if (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow) + { + ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL; + ClearActiveID(); + SetNavCursorVisibleAfterMove(); + ClosePopupsOverWindow(apply_focus_window, false); + FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild); + IM_ASSERT(g.NavWindow != NULL); + apply_focus_window = g.NavWindow; + if (apply_focus_window->NavLastIds[0] == 0) // FIXME: This is the equivalent of the 'if (g.NavId == 0) { NavInitWindow() }' in DockNodeUpdateTabBar(). + NavInitWindow(apply_focus_window, false); + + // If the window has ONLY a menu layer (no main layer), select it directly + // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, + // so Ctrl+Tab where the keys are only held for 1 frame will be able to use correct layers mask since + // the target window as already been previewed once. + // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, + // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* + // won't be valid. + if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) + g.NavLayer = ImGuiNavLayer_Menu; + + // Request OS level focus + if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus) + g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport); + } + g.NavWindowingTarget = NULL; +} + // Windowing management mode -// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer) +// Keyboard: Ctrl+Tab (change focus/move/resize), Alt (toggle menu layer) // Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) static void ImGui::NavUpdateWindowing() { @@ -12787,7 +15244,7 @@ static void ImGui::NavUpdateWindowing() bool apply_toggle_layer = false; ImGuiWindow* modal_window = GetTopMostPopupModal(); - bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal. + bool allow_windowing = (modal_window == NULL); // FIXME: This prevent Ctrl+Tab from being usable with windows that are inside the Begin-stack of that modal. if (!allow_windowing) g.NavWindowingTarget = NULL; @@ -12799,41 +15256,56 @@ static void ImGui::NavUpdateWindowing() g.NavWindowingTargetAnim = NULL; } - // Start CTRL+Tab or Square+L/R window selection - const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing"); + // Start Ctrl+Tab or Square+L/R window selection + // (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab) + const ImGuiID owner_id = ImHashStr("##NavUpdateWindowing"); const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; - const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways); - const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways); - const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None); + const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id); + const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id); + const bool start_toggling_with_gamepad = nav_gamepad_active && !g.NavWindowingTarget && Shortcut(ImGuiKey_NavGamepadMenu, ImGuiInputFlags_RouteAlways, owner_id); + const bool start_windowing_with_gamepad = allow_windowing && start_toggling_with_gamepad; const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard! + bool just_started_windowing_from_null_focus = false; + if (start_toggling_with_gamepad) + { + g.NavWindowingToggleLayer = true; // Gamepad starts toggling layer + g.NavWindowingToggleKey = ImGuiKey_NavGamepadMenu; + g.NavWindowingInputSource = g.NavInputSource = ImGuiInputSource_Gamepad; + } if (start_windowing_with_gamepad || start_windowing_with_keyboard) - if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) + if (ImGuiWindow* window = (g.NavWindow && IsWindowNavFocusable(g.NavWindow)) ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) { - g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; + if (start_windowing_with_keyboard || g.ConfigNavWindowingWithGamepad) + g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // Current location g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); - g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer - g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; + g.NavWindowingInputSource = g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; + if (g.NavWindow == NULL) + just_started_windowing_from_null_focus = true; - // Register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHigh in the Shortcut() calls instead would probably be correct but may have more side-effects. + // Manually register ownership of our mods. Using a global route in the Shortcut() calls instead would probably be correct but may have more side-effects. if (keyboard_next_window || keyboard_prev_window) SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id); } // Gamepad update - g.NavWindowingTimer += io.DeltaTime; - if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad) + if ((g.NavWindowingTarget || g.NavWindowingToggleLayer) && g.NavWindowingInputSource == ImGuiInputSource_Gamepad) { - // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise - g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); - - // Select window to focus - const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1); - if (focus_change_dir != 0) + if (g.NavWindowingTarget != NULL) { - NavUpdateWindowingHighlightWindow(focus_change_dir); - g.NavWindowingHighlightAlpha = 1.0f; + // Highlight only appears after a brief time holding the button, so that a fast tap on ImGuiKey_NavGamepadMenu (to toggle NavLayer) doesn't add visual noise + // However inputs are accepted immediately, so you press ImGuiKey_NavGamepadMenu + L1/R1 fast. + g.NavWindowingTimer += io.DeltaTime; + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); + + // Select window to focus + const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1); + if (focus_change_dir != 0 && !just_started_windowing_from_null_focus) + { + NavUpdateWindowingTarget(focus_change_dir); + g.NavWindowingHighlightAlpha = 1.0f; + } } // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) @@ -12845,45 +15317,57 @@ static void ImGui::NavUpdateWindowing() else if (!g.NavWindowingToggleLayer) apply_focus_window = g.NavWindowingTarget; g.NavWindowingTarget = NULL; + g.NavWindowingToggleLayer = false; } } // Keyboard: Focus - if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard) + if (g.NavWindowingTarget && g.NavWindowingInputSource == ImGuiInputSource_Keyboard) { - // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise + // Visuals only appears after a brief time after pressing TAB the first time, so that a fast Ctrl+Tab doesn't add visual noise ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_; IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows. + g.NavWindowingTimer += io.DeltaTime; g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f - if (keyboard_next_window || keyboard_prev_window) - NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1); + if ((keyboard_next_window || keyboard_prev_window) && !just_started_windowing_from_null_focus) + NavUpdateWindowingTarget(keyboard_next_window ? -1 : +1); else if ((io.KeyMods & shared_mods) != shared_mods) apply_focus_window = g.NavWindowingTarget; } - // Keyboard: Press and Release ALT to toggle menu layer - // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer. - // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway. - if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None)) - { - g.NavWindowingToggleLayer = true; - g.NavInputSource = ImGuiInputSource_Keyboard; - } - if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard) + // Keyboard: Press and Release Alt to toggle menu layer + const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt }; + bool windowing_toggle_layer_start = false; + if (g.NavWindow != NULL && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + for (ImGuiKey windowing_toggle_key : windowing_toggle_keys) + if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, 0, ImGuiKeyOwner_NoOwner)) + { + windowing_toggle_layer_start = true; + g.NavWindowingToggleLayer = true; + g.NavWindowingToggleKey = windowing_toggle_key; + g.NavWindowingInputSource = g.NavInputSource = ImGuiInputSource_Keyboard; + break; + } + if (g.NavWindowingToggleLayer && g.NavWindowingInputSource == ImGuiInputSource_Keyboard) { // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370) // We cancel toggling nav layer when other modifiers are pressed. (See #4439) + // - AltGR is Alt+Ctrl on some layout but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). // We cancel toggling nav layer if an owner has claimed the key. - if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false) + if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper) + g.NavWindowingToggleLayer = false; + else if (windowing_toggle_layer_start == false && g.LastKeyboardKeyPressTime == g.Time) + g.NavWindowingToggleLayer = false; + else if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_NoOwner) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_NoOwner) == false) g.NavWindowingToggleLayer = false; - // Apply layer toggle on release + // Apply layer toggle on Alt release // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss. - if (IsKeyReleased(ImGuiMod_Alt) && g.NavWindowingToggleLayer) + if (IsKeyReleased(g.NavWindowingToggleKey) && g.NavWindowingToggleLayer) if (g.ActiveId == 0 || g.ActiveIdAllowOverlap) if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev)) apply_toggle_layer = true; - if (!IsKeyDown(ImGuiMod_Alt)) + if (!IsKeyDown(g.NavWindowingToggleKey)) g.NavWindowingToggleLayer = false; } @@ -12898,10 +15382,10 @@ static void ImGui::NavUpdateWindowing() if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f) { const float NAV_MOVE_SPEED = 800.0f; - const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + const float move_step = NAV_MOVE_SPEED * io.DeltaTime * GetScale(); g.NavWindowingAccumDeltaPos += nav_move_dir * move_step; - g.NavDisableMouseHover = true; - ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaPos); + g.NavHighlightItemUnderNav = true; + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos); if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) { ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree; @@ -12912,35 +15396,8 @@ static void ImGui::NavUpdateWindowing() } // Apply final focus - if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) - { - // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow() - // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow() - ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL; - ClearActiveID(); - NavRestoreHighlightAfterMove(); - ClosePopupsOverWindow(apply_focus_window, false); - FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild); - apply_focus_window = g.NavWindow; - if (apply_focus_window->NavLastIds[0] == 0) - NavInitWindow(apply_focus_window, false); - - // If the window has ONLY a menu layer (no main layer), select it directly - // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, - // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since - // the target window as already been previewed once. - // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, - // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* - // won't be valid. - if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) - g.NavLayer = ImGuiNavLayer_Menu; - - // Request OS level focus - if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus) - g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport); - } if (apply_focus_window) - g.NavWindowingTarget = NULL; + NavUpdateWindowingApplyFocus(apply_focus_window); // Apply menu/layer toggle if (apply_toggle_layer && g.NavWindow) @@ -12970,7 +15427,7 @@ static void ImGui::NavUpdateWindowing() if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id) g.NavWindow->NavLastIds[new_nav_layer] = 0; NavRestoreLayer(new_nav_layer); - NavRestoreHighlightAfterMove(); + SetNavCursorVisibleAfterMove(); } } } @@ -12987,7 +15444,7 @@ static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled); } -// Overlay displayed when using CTRL+TAB. Called by EndFrame(). +// Overlay displayed when using Ctrl+Tab. Called by EndFrame(). void ImGui::NavUpdateWindowingOverlay() { ImGuiContext& g = *GImGui; @@ -12996,13 +15453,14 @@ void ImGui::NavUpdateWindowingOverlay() if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) return; - if (g.NavWindowingListWindow == NULL) - g.NavWindowingListWindow = FindWindowByName("###NavWindowingList"); const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport(); SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); - Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); + Begin("##NavWindowingOverlay", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); + g.NavWindowingListWindow = g.CurrentWindow; + if (g.ContextName[0] != 0) + SeparatorText(g.ContextName); for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) { ImGuiWindow* window = g.WindowsFocusOrder[n]; @@ -13018,7 +15476,6 @@ void ImGui::NavUpdateWindowingOverlay() PopStyleVar(); } - //----------------------------------------------------------------------------- // [SECTION] DRAG AND DROP //----------------------------------------------------------------------------- @@ -13032,9 +15489,11 @@ bool ImGui::IsDragDropActive() void ImGui::ClearDragDrop() { ImGuiContext& g = *GImGui; + if (g.DragDropActive) + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] ClearDragDrop()\n"); g.DragDropActive = false; g.DragDropPayload.Clear(); - g.DragDropAcceptFlags = ImGuiDragDropFlags_None; + g.DragDropAcceptFlagsCurr = ImGuiDragDropFlags_None; g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; g.DragDropAcceptIdCurrRectSurface = FLT_MAX; g.DragDropAcceptFrameCount = -1; @@ -13043,6 +15502,14 @@ void ImGui::ClearDragDrop() memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); } +bool ImGui::BeginTooltipHidden() +{ + ImGuiContext& g = *GImGui; + bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize); + SetWindowHiddenAndSkipItemsForCurrentFrame(g.CurrentWindow); + return ret; +} + // When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() // If the item has an identifier: // - This assume/require the item to be activated (typically via ButtonBehavior). @@ -13062,7 +15529,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) bool source_drag_active = false; ImGuiID source_id = 0; ImGuiID source_parent_id = 0; - if (!(flags & ImGuiDragDropFlags_SourceExtern)) + if ((flags & ImGuiDragDropFlags_SourceExtern) == 0) { source_id = g.LastItemData.ID; if (source_id != 0) @@ -13094,12 +15561,12 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) // Magic fallback to handle items with no assigned ID, e.g. Text(), Image() // We build a throwaway ID based on current ID stack + relative AABB of items in window. - // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled. + // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZING OF THE WIDGET, so if your widget moves your dragging operation will be canceled. // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. // Rely on keeping other window->LastItemXXX fields intact. source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect); KeepAliveID(source_id); - bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.InFlags); + bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.ItemFlags); if (is_hovered && g.IO.MouseClicked[mouse_button]) { SetActiveID(source_id, window); @@ -13118,47 +15585,55 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) } else { + // When ImGuiDragDropFlags_SourceExtern is set: window = NULL; source_id = ImHashStr("#SourceExtern"); source_drag_active = true; + mouse_button = g.IO.MouseDown[0] ? 0 : -1; + KeepAliveID(source_id); + SetActiveID(source_id, NULL); } - if (source_drag_active) + IM_ASSERT(g.DragDropWithinTarget == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + if (!source_drag_active) + return false; + + // Activate drag and drop + if (!g.DragDropActive) { - if (!g.DragDropActive) - { - IM_ASSERT(source_id != 0); - ClearDragDrop(); - ImGuiPayload& payload = g.DragDropPayload; - payload.SourceId = source_id; - payload.SourceParentId = source_parent_id; - g.DragDropActive = true; - g.DragDropSourceFlags = flags; - g.DragDropMouseButton = mouse_button; - if (payload.SourceId == g.ActiveId) - g.ActiveIdNoClearOnFocusLoss = true; - } - g.DragDropSourceFrameCount = g.FrameCount; - g.DragDropWithinSource = true; - - if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) - { - // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) - // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. - bool ret = BeginTooltip(); - IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame(). - IM_UNUSED(ret); - - if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) - SetWindowHiddendAndSkipItemsForCurrentFrame(g.CurrentWindow); - } - - if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) - g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; - - return true; + IM_ASSERT(source_id != 0); + ClearDragDrop(); + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] BeginDragDropSource() DragDropActive = true, source_id = 0x%08X%s\n", + source_id, (flags & ImGuiDragDropFlags_SourceExtern) ? " (EXTERN)" : ""); + ImGuiPayload& payload = g.DragDropPayload; + payload.SourceId = source_id; + payload.SourceParentId = source_parent_id; + g.DragDropActive = true; + g.DragDropSourceFlags = flags; + g.DragDropMouseButton = mouse_button; + if (payload.SourceId == g.ActiveId) + g.ActiveIdNoClearOnFocusLoss = true; } - return false; + g.DragDropSourceFrameCount = g.FrameCount; + g.DragDropWithinSource = true; + + if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) + // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. + bool ret; + if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlagsPrev & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) + ret = BeginTooltipHidden(); + else + ret = BeginTooltip(); + IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddenAndSkipItemsForCurrentFrame(). + IM_UNUSED(ret); + } + + if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) + g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; + + return true; } void ImGui::EndDragDropSource() @@ -13185,29 +15660,29 @@ bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_s cond = ImGuiCond_Always; IM_ASSERT(type != NULL); - IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); + IM_ASSERT(ImStrlen(type) < IM_COUNTOF(payload.DataType) && "Payload type can be at most 32 characters long"); IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); - IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() + IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) { // Copy payload - ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType)); + ImStrncpy(payload.DataType, type, IM_COUNTOF(payload.DataType)); g.DragDropPayloadBufHeap.resize(0); if (data_size > sizeof(g.DragDropPayloadBufLocal)) { // Store in heap g.DragDropPayloadBufHeap.resize((int)data_size); payload.Data = g.DragDropPayloadBufHeap.Data; - memcpy(payload.Data, data, data_size); + memcpy(payload.Data, data, (size_t)(int)data_size); } else if (data_size > 0) { // Store locally memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); payload.Data = g.DragDropPayloadBufLocal; - memcpy(payload.Data, data, data_size); + memcpy(payload.Data, data, (size_t)(int)data_size); } else { @@ -13237,15 +15712,41 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) if (window->SkipItems) return false; - IM_ASSERT(g.DragDropWithinTarget == false); + IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() g.DragDropTargetRect = bb; + g.DragDropTargetClipRect = window->ClipRect; // May want to be overridden by user depending on use case? g.DragDropTargetId = id; + g.DragDropTargetFullViewport = 0; + g.DragDropWithinTarget = true; + return true; +} + +// Typical usage would be: +// if (!ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) +// if (ImGui::BeginDragDropTargetViewport(ImGui::GetMainViewport(), NULL)) +// But we are leaving the hover test to the caller for maximum flexibility. +bool ImGui::BeginDragDropTargetViewport(ImGuiViewport* viewport, const ImRect* p_bb) +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImRect bb = p_bb ? *p_bb : ((ImGuiViewportP*)viewport)->GetWorkRect(); + ImGuiID id = viewport->ID; + if (g.MouseViewport != viewport || !IsMouseHoveringRect(bb.Min, bb.Max, false) || (id == g.DragDropPayload.SourceId)) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + g.DragDropTargetRect = bb; + g.DragDropTargetClipRect = bb; + g.DragDropTargetId = id; + g.DragDropTargetFullViewport = id; g.DragDropWithinTarget = true; return true; } // We don't use BeginDragDropTargetCustom() and duplicate its code because: -// 1) we use LastItemRectHoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. +// 1) we use LastItemData's ImGuiItemStatusFlags_HoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. // 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. // Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) bool ImGui::BeginDragDropTarget() @@ -13271,8 +15772,9 @@ bool ImGui::BeginDragDropTarget() if (g.DragDropPayload.SourceId == id) return false; - IM_ASSERT(g.DragDropWithinTarget == false); + IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() g.DragDropTargetRect = display_rect; + g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect; g.DragDropTargetId = id; g.DragDropWithinTarget = true; return true; @@ -13287,7 +15789,6 @@ bool ImGui::IsDragDropPayloadBeingAccepted() const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; ImGuiPayload& payload = g.DragDropPayload; IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? @@ -13302,7 +15803,7 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop if (r_surface > g.DragDropAcceptIdCurrRectSurface) return NULL; - g.DragDropAcceptFlags = flags; + g.DragDropAcceptFlagsCurr = flags; g.DragDropAcceptIdCurr = g.DragDropTargetId; g.DragDropAcceptIdCurrRectSurface = r_surface; //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId); @@ -13310,22 +15811,54 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop // Render default drop visuals payload.Preview = was_accepted_previously; flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame) - if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) - window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); + const bool draw_target_rect = payload.Preview && !(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); + if (draw_target_rect && g.DragDropTargetFullViewport != 0) + { + ImGuiViewport* viewport = FindViewportByID(g.DragDropTargetFullViewport); + IM_ASSERT(viewport != NULL); + ImRect bb = g.DragDropTargetRect; + bb.Expand(-3.5f); + RenderDragDropTargetRectEx(GetForegroundDrawList(viewport), bb); + } + else if (draw_target_rect) + { + RenderDragDropTargetRectForItem(r); + } g.DragDropAcceptFrameCount = g.FrameCount; - payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() + if ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) && g.DragDropMouseButton == -1) + payload.Delivery = was_accepted_previously && (g.DragDropSourceFrameCount < g.FrameCount); + else + payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) return NULL; - //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: return payload\n", g.DragDropTargetId); + if (payload.Delivery) + IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] AcceptDragDropPayload(): 0x%08X: payload delivery\n", g.DragDropTargetId); return &payload; } -// FIXME-DRAGDROP: Settle on a proper default visuals for drop target. -void ImGui::RenderDragDropTargetRect(const ImRect& bb) +// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target. +void ImGui::RenderDragDropTargetRectForItem(const ImRect& bb) { - GetWindowDrawList()->AddRect(bb.Min - ImVec2(3.5f, 3.5f), bb.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImRect bb_display = bb; + bb_display.ClipWith(g.DragDropTargetClipRect); // Clip THEN expand so we have a way to visualize that target is not entirely visible. + bb_display.Expand(g.Style.DragDropTargetPadding); + bool push_clip_rect = !window->ClipRect.Contains(bb_display); + if (push_clip_rect) + window->DrawList->PushClipRectFullScreen(); + RenderDragDropTargetRectEx(window->DrawList, bb_display); + if (push_clip_rect) + window->DrawList->PopClipRect(); +} + +void ImGui::RenderDragDropTargetRectEx(ImDrawList* draw_list, const ImRect& bb) +{ + ImGuiContext& g = *GImGui; + draw_list->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_DragDropTargetBg), g.Style.DragDropTargetRounding, 0); + draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_DragDropTarget), g.Style.DragDropTargetRounding, 0, g.Style.DragDropTargetBorderSize); } const ImGuiPayload* ImGui::GetDragDropPayload() @@ -13404,7 +15937,7 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* if (!text_end) text_end = FindRenderedTextEnd(text, text_end); - const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1); + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + ImMax(g.Style.FramePadding.y, g.Style.ItemSpacing.y) + 1); if (ref_pos) g.LogLinePosY = ref_pos->y; if (log_new_line) @@ -13414,7 +15947,7 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* } if (prefix) - LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here. + LogRenderedText(ref_pos, prefix, prefix + ImStrlen(prefix)); // Calculate end ourself to ensure "##" are included here. // Re-adjust padding if we have popped out of our starting depth if (g.LogDepthRef > window->DC.TreeDepth) @@ -13447,19 +15980,21 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* } if (suffix) - LogRenderedText(ref_pos, suffix, suffix + strlen(suffix)); + LogRenderedText(ref_pos, suffix, suffix + ImStrlen(suffix)); } // Start logging/capturing text output -void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth) +void ImGui::LogBegin(ImGuiLogFlags flags, int auto_open_depth) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(g.LogEnabled == false); - IM_ASSERT(g.LogFile == NULL); - IM_ASSERT(g.LogBuffer.empty()); - g.LogEnabled = true; - g.LogType = type; + IM_ASSERT(g.LogFile == NULL && g.LogBuffer.empty()); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiLogFlags_OutputMask_)); // Check that only 1 type flag is used + + g.LogEnabled = g.ItemUnclipByLog = true; + g.LogFlags = flags; + g.LogWindow = window; g.LogNextPrefix = g.LogNextSuffix = NULL; g.LogDepthRef = window->DC.TreeDepth; g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); @@ -13482,7 +16017,7 @@ void ImGui::LogToTTY(int auto_open_depth) return; IM_UNUSED(auto_open_depth); #ifndef IMGUI_DISABLE_TTY_FUNCTIONS - LogBegin(ImGuiLogType_TTY, auto_open_depth); + LogBegin(ImGuiLogFlags_OutputTTY, auto_open_depth); g.LogFile = stdout; #endif } @@ -13508,7 +16043,7 @@ void ImGui::LogToFile(int auto_open_depth, const char* filename) return; } - LogBegin(ImGuiLogType_File, auto_open_depth); + LogBegin(ImGuiLogFlags_OutputFile, auto_open_depth); g.LogFile = f; } @@ -13518,7 +16053,7 @@ void ImGui::LogToClipboard(int auto_open_depth) ImGuiContext& g = *GImGui; if (g.LogEnabled) return; - LogBegin(ImGuiLogType_Clipboard, auto_open_depth); + LogBegin(ImGuiLogFlags_OutputClipboard, auto_open_depth); } void ImGui::LogToBuffer(int auto_open_depth) @@ -13526,7 +16061,7 @@ void ImGui::LogToBuffer(int auto_open_depth) ImGuiContext& g = *GImGui; if (g.LogEnabled) return; - LogBegin(ImGuiLogType_Buffer, auto_open_depth); + LogBegin(ImGuiLogFlags_OutputBuffer, auto_open_depth); } void ImGui::LogFinish() @@ -13536,29 +16071,29 @@ void ImGui::LogFinish() return; LogText(IM_NEWLINE); - switch (g.LogType) + switch (g.LogFlags & ImGuiLogFlags_OutputMask_) { - case ImGuiLogType_TTY: + case ImGuiLogFlags_OutputTTY: #ifndef IMGUI_DISABLE_TTY_FUNCTIONS fflush(g.LogFile); #endif break; - case ImGuiLogType_File: + case ImGuiLogFlags_OutputFile: ImFileClose(g.LogFile); break; - case ImGuiLogType_Buffer: + case ImGuiLogFlags_OutputBuffer: break; - case ImGuiLogType_Clipboard: + case ImGuiLogFlags_OutputClipboard: if (!g.LogBuffer.empty()) SetClipboardText(g.LogBuffer.begin()); break; - case ImGuiLogType_None: + default: IM_ASSERT(0); break; } - g.LogEnabled = false; - g.LogType = ImGuiLogType_None; + g.LogEnabled = g.ItemUnclipByLog = false; + g.LogFlags = ImGuiLogFlags_None; g.LogFile = NULL; g.LogBuffer.clear(); } @@ -13577,10 +16112,10 @@ void ImGui::LogButtons() #endif const bool log_to_file = Button("Log To File"); SameLine(); const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); - PushTabStop(false); - SetNextItemWidth(80.0f); + PushItemFlag(ImGuiItemFlags_NoTabStop, true); + SetNextItemWidth(CalcTextSize("999").x); SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); - PopTabStop(); + PopItemFlag(); PopID(); // Start logging at the end of the function so that the buttons don't appear in the log @@ -13592,7 +16127,6 @@ void ImGui::LogButtons() LogToClipboard(); } - //----------------------------------------------------------------------------- // [SECTION] SETTINGS //----------------------------------------------------------------------------- @@ -13712,7 +16246,7 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. if (ini_size == 0) - ini_size = strlen(ini_data); + ini_size = ImStrlen(ini_data); g.SettingsIniData.Buf.resize((int)ini_size + 1); char* const buf = g.SettingsIniData.Buf.Data; char* const buf_end = buf + ini_size; @@ -13806,14 +16340,10 @@ ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) { ImGuiContext& g = *GImGui; + // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier. if (g.IO.ConfigDebugIniSettings == false) - { - // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() - // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier. - if (const char* p = strstr(name, "###")) - name = p; - } - const size_t name_len = strlen(name); + name = ImHashSkipUncontributingPrefix(name); + const size_t name_len = ImStrlen(name); // Allocate chunk const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; @@ -13894,6 +16424,7 @@ static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1) { settings->ViewportId = u1; } else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); } else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } + else if (sscanf(line, "IsChild=%d", &i) == 1) { settings->IsChild = (i != 0); } else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) { settings->DockId = u1; settings->DockOrder = (short)i; } else if (sscanf(line, "DockId=0x%X", &u1) == 1) { settings->DockId = u1; settings->DockOrder = -1; } else if (sscanf(line, "ClassId=0x%X", &u1) == 1) { settings->ClassId = u1; } @@ -13938,6 +16469,7 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl settings->ClassId = window->WindowClass.ClassId; settings->DockOrder = window->DockOrder; settings->Collapsed = window->Collapsed; + settings->IsChild = (window->RootWindow != window); // Cannot rely on ImGuiWindowFlags_ChildWindow here as docked windows have this set. settings->WantDelete = false; } @@ -13949,31 +16481,38 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl continue; const char* settings_name = settings->GetName(); buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); - if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + if (settings->IsChild) { - buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y); - buf->appendf("ViewportId=0x%08X\n", settings->ViewportId); - } - if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID) - buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); - if (settings->Size.x != 0 || settings->Size.y != 0) + buf->appendf("IsChild=1\n"); buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); - buf->appendf("Collapsed=%d\n", settings->Collapsed); - if (settings->DockId != 0) + } + else { - //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier. - if (settings->DockOrder == -1) - buf->appendf("DockId=0x%08X\n", settings->DockId); - else - buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder); - if (settings->ClassId != 0) - buf->appendf("ClassId=0x%08X\n", settings->ClassId); + if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + { + buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y); + buf->appendf("ViewportId=0x%08X\n", settings->ViewportId); + } + if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); + if (settings->Size.x != 0 || settings->Size.y != 0) + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + buf->appendf("Collapsed=%d\n", settings->Collapsed); + if (settings->DockId != 0) + { + //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier. + if (settings->DockOrder == -1) + buf->appendf("DockId=0x%08X\n", settings->DockId); + else + buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder); + if (settings->ClassId != 0) + buf->appendf("ClassId=0x%08X\n", settings->ClassId); + } } buf->append("\n"); } } - //----------------------------------------------------------------------------- // [SECTION] LOCALIZATION //----------------------------------------------------------------------------- @@ -13985,7 +16524,6 @@ void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count) g.LocalizationTable[entries[n].Key] = entries[n].Text; } - //----------------------------------------------------------------------------- // [SECTION] VIEWPORTS, PLATFORM WINDOWS //----------------------------------------------------------------------------- @@ -14014,6 +16552,43 @@ void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count) // - DestroyPlatformWindows() //----------------------------------------------------------------------------- +const char* ImGuiViewport::GetDebugName() const +{ + const ImGuiViewportP* viewport = (const ImGuiViewportP*)this; + return viewport->Window ? viewport->Window->Name : "n/a"; +} + +void ImGuiPlatformIO::ClearPlatformHandlers() +{ + Platform_GetClipboardTextFn = NULL; + Platform_SetClipboardTextFn = NULL; + Platform_OpenInShellFn = NULL; + Platform_SetImeDataFn = NULL; + Platform_ClipboardUserData = Platform_OpenInShellUserData = Platform_ImeUserData = NULL; + Platform_CreateWindow = Platform_DestroyWindow = Platform_ShowWindow = NULL; + Platform_SetWindowPos = Platform_SetWindowSize = NULL; + Platform_GetWindowPos = Platform_GetWindowSize = Platform_GetWindowFramebufferScale = NULL; + Platform_SetWindowFocus = NULL; + Platform_GetWindowFocus = Platform_GetWindowMinimized = NULL; + Platform_SetWindowTitle = NULL; + Platform_SetWindowAlpha = NULL; + Platform_UpdateWindow = NULL; + Platform_RenderWindow = Platform_SwapBuffers = NULL; + Platform_GetWindowDpiScale = NULL; + Platform_OnChangedViewport = NULL; + Platform_GetWindowWorkAreaInsets = NULL; + Platform_CreateVkSurface = NULL; +} + +void ImGuiPlatformIO::ClearRendererHandlers() +{ + Renderer_TextureMaxWidth = Renderer_TextureMaxHeight = 0; + Renderer_RenderState = NULL; + Renderer_CreateWindow = Renderer_DestroyWindow = NULL; + Renderer_SetWindowSize = NULL; + Renderer_RenderWindow = Renderer_SwapBuffers = NULL; +} + ImGuiViewport* ImGui::GetMainViewport() { ImGuiContext& g = *GImGui; @@ -14021,11 +16596,11 @@ ImGuiViewport* ImGui::GetMainViewport() } // FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236) -ImGuiViewport* ImGui::FindViewportByID(ImGuiID id) +ImGuiViewport* ImGui::FindViewportByID(ImGuiID viewport_id) { ImGuiContext& g = *GImGui; for (ImGuiViewportP* viewport : g.Viewports) - if (viewport->ID == id) + if (viewport->ID == viewport_id) return viewport; return NULL; } @@ -14050,7 +16625,10 @@ void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* view return; g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f; g.CurrentViewport = viewport; + IM_ASSERT(g.CurrentDpiScale > 0.0f && g.CurrentDpiScale < 99.0f); // Typical correct values would be between 1.0f and 4.0f //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0); + if (g.IO.ConfigDpiScaleFonts) + g.Style.FontScaleDpi = g.CurrentDpiScale; // Notify platform layer of viewport changes // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI @@ -14082,38 +16660,65 @@ static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window) return false; } -static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport) + +// Heuristic, see #8948: depends on how backends handle OS-level parenting. +// Due to how parent viewport stack is layed out, note that IsViewportAbove(a,b) isn't always the same as !IsViewportAbove(b,a). +static bool IsViewportAbove(ImGuiViewportP* potential_above, ImGuiViewportP* potential_below) +{ + // If ImGuiBackendFlags_HasParentViewport if set, ->ParentViewport chain should be accurate. + ImGuiContext& g = *GImGui; + if (g.IO.BackendFlags & ImGuiBackendFlags_HasParentViewport) + { + for (ImGuiViewport* v = potential_above; v != NULL && v->ParentViewport; v = v->ParentViewport) + if (v->ParentViewport == potential_below) + return true; + } + else + { + if (potential_above->ParentViewport == potential_below) + return true; + } + + if (potential_above->LastFocusedStampCount > potential_below->LastFocusedStampCount) + return true; + return false; +} + +static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport_dst) { ImGuiContext& g = *GImGui; - if (window->Viewport == viewport) + IM_ASSERT(window == window->RootWindowDockTree); + ImGuiViewportP* viewport_src = window->Viewport; // Current viewport + if (viewport_src == viewport_dst) return false; - if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0) + if ((viewport_dst->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0) return false; - if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0) + if ((viewport_dst->Flags & ImGuiViewportFlags_IsMinimized) != 0) return false; - if (!viewport->GetMainRect().Contains(window->Rect())) + if (!viewport_dst->GetMainRect().Contains(window->Rect())) return false; if (GetWindowAlwaysWantOwnViewport(window)) return false; - // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could.. - for (ImGuiWindow* window_behind : g.Windows) + for (ImGuiViewportP* viewport_obstructing : g.Viewports) { - if (window_behind == window) - break; - if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow)) - if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect())) - return false; + if (viewport_obstructing == viewport_src || viewport_obstructing == viewport_dst) + continue; + if (viewport_obstructing->GetMainRect().Overlaps(window->Rect())) + if (IsViewportAbove(viewport_obstructing, viewport_dst)) + if (viewport_src == NULL || IsViewportAbove(viewport_src, viewport_obstructing)) + return false; // viewport_obstructing is between viewport_src and viewport_dst -> Cannot merge. } // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child) - ImGuiViewportP* old_viewport = window->Viewport; + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' merge into Viewport 0X%08X\n", window->Name, viewport_dst->ID); if (window->ViewportOwned) for (int n = 0; n < g.Windows.Size; n++) - if (g.Windows[n]->Viewport == old_viewport) - SetWindowViewport(g.Windows[n], viewport); - SetWindowViewport(window, viewport); - BringWindowToDisplayFront(window); + if (g.Windows[n]->Viewport == viewport_src) + SetWindowViewport(g.Windows[n], viewport_dst); + SetWindowViewport(window, viewport_dst); + if ((window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayFront(window); return true; } @@ -14127,9 +16732,10 @@ static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window) // Translate Dear ImGui windows when a Host Viewport has been moved // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) -void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos) +void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size) { ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] TranslateWindowsInViewport 0x%08X\n", viewport->ID); IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows)); // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently @@ -14138,10 +16744,10 @@ void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& o // One problem with this is that most Win32 applications doesn't update their render while dragging, // and so the window will appear to teleport when releasing the mouse. const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable); - ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size); + ImRect test_still_fit_rect(old_pos, old_pos + old_size); ImVec2 delta_pos = new_pos - old_pos; for (ImGuiWindow* window : g.Windows) // FIXME-OPT - if (translate_all_windows || (window->Viewport == viewport && test_still_fit_rect.Contains(window->Rect()))) + if (translate_all_windows || (window->Viewport == viewport && (old_size == new_size || test_still_fit_rect.Contains(window->Rect())))) TranslateWindow(window, delta_pos); } @@ -14149,6 +16755,7 @@ void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& o void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) { ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] ScaleWindowsInViewport 0x%08X\n", viewport->ID); if (viewport->Window) { ScaleWindow(viewport->Window, scale); @@ -14161,7 +16768,7 @@ void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) } } -// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves. +// If the backend doesn't support ImGuiBackendFlags_HasMouseHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs for it, we do a search ourselves. // A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. // B) It requires Platform_GetWindowFocus to be implemented by backend. ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos) @@ -14171,7 +16778,8 @@ ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& for (ImGuiViewportP* viewport : g.Viewports) if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos)) if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount) - best_candidate = viewport; + if (viewport->PlatformWindowCreated) + best_candidate = viewport; return best_candidate; } @@ -14217,7 +16825,7 @@ static void ImGui::UpdateViewportsNewFrame() // Focused viewport has changed? if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID) { - IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X, attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID); + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X '%s', attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID, focused_viewport->Window ? focused_viewport->Window->Name : "n/a"); const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId); const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false); @@ -14233,7 +16841,7 @@ static void ImGui::UpdateViewportsNewFrame() // - if focus didn't happen because we destroyed another window (#6462) // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well. const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed; - if (apply_imgui_focus_on_focused_viewport) + if (apply_imgui_focus_on_focused_viewport && g.IO.ConfigViewportsPlatformFocusSetsImGuiFocus) { focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus. ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild; @@ -14256,13 +16864,17 @@ static void ImGui::UpdateViewportsNewFrame() IM_ASSERT(main_viewport->Window == NULL); ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f); ImVec2 main_viewport_size = g.IO.DisplaySize; + ImVec2 main_viewport_framebuffer_scale = g.IO.DisplayFramebufferScale; if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized)) { - main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path) + main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path) main_viewport_size = main_viewport->Size; + main_viewport_framebuffer_scale = main_viewport->FramebufferScale; } AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows); + const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; + g.CurrentDpiScale = 0.0f; g.CurrentViewport = NULL; g.MouseViewport = NULL; @@ -14291,18 +16903,36 @@ static void ImGui::UpdateViewportsNewFrame() viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport); if (viewport->PlatformRequestResize) viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport); + if (g.PlatformIO.Platform_GetWindowFramebufferScale != NULL) + viewport->FramebufferScale = g.PlatformIO.Platform_GetWindowFramebufferScale(viewport); } } // Update/copy monitor info UpdateViewportPlatformMonitor(viewport); - // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again. - viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin; - viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax; - viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f); + // Lock down space taken by menu bars and status bars + query initial insets from backend + // Setup initial value for functions like BeginMainMenuBar(), DockSpaceOverViewport() etc. + viewport->WorkInsetMin = viewport->BuildWorkInsetMin; + viewport->WorkInsetMax = viewport->BuildWorkInsetMax; + viewport->BuildWorkInsetMin = viewport->BuildWorkInsetMax = ImVec2(0.0f, 0.0f); + if (g.PlatformIO.Platform_GetWindowWorkAreaInsets != NULL && platform_funcs_available) + { + ImVec4 insets = g.PlatformIO.Platform_GetWindowWorkAreaInsets(viewport); + IM_ASSERT(insets.x >= 0.0f && insets.y >= 0.0f && insets.z >= 0.0f && insets.w >= 0.0f); + viewport->BuildWorkInsetMin = ImVec2(insets.x, insets.y); + viewport->BuildWorkInsetMax = ImVec2(insets.z, insets.w); + } viewport->UpdateWorkRect(); + // Garbage collect transient buffers of recently BG/FG drawlists + for (int dl_n = 0; dl_n < IM_COUNTOF(viewport->BgFgDrawLists); dl_n++) + if (viewport->BgFgDrawListsLastTimeActive[dl_n] < memory_compact_start_time && viewport->BgFgDrawLists[dl_n] != NULL) + { + IM_DELETE(viewport->BgFgDrawLists[dl_n]); + viewport->BgFgDrawLists[dl_n] = NULL; + } + // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back. viewport->Alpha = 1.0f; @@ -14310,7 +16940,7 @@ static void ImGui::UpdateViewportsNewFrame() // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos; if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f)) - TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos); + TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos, viewport->LastSize, viewport->Size); // Update DPI scale float new_dpi_scale; @@ -14320,10 +16950,11 @@ static void ImGui::UpdateViewportsNewFrame() new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; else new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f; + IM_ASSERT(new_dpi_scale > 0.0f && new_dpi_scale < 99.0f); // Typical correct values would be between 1.0f and 4.0f if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale) { float scale_factor = new_dpi_scale / viewport->DpiScale; - if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) + if (g.IO.ConfigDpiScaleViewports) ScaleWindowsInViewport(viewport, scale_factor); //if (viewport == GetMainViewport()) // g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor); @@ -14332,12 +16963,13 @@ static void ImGui::UpdateViewportsNewFrame() // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border. // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.) //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport) - // g.ActiveIdClickOffset = ImFloor(g.ActiveIdClickOffset * scale_factor); + // g.ActiveIdClickOffset = ImTrunc(g.ActiveIdClickOffset * scale_factor); } viewport->DpiScale = new_dpi_scale; } // Update fallback monitor + g.PlatformMonitorsFullWorkRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); if (g.PlatformIO.Monitors.Size == 0) { ImGuiPlatformMonitor* monitor = &g.FallbackMonitor; @@ -14346,6 +16978,17 @@ static void ImGui::UpdateViewportsNewFrame() monitor->WorkPos = main_viewport->WorkPos; monitor->WorkSize = main_viewport->WorkSize; monitor->DpiScale = main_viewport->DpiScale; + g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos); + g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos + monitor->WorkSize); + } + else + { + g.FallbackMonitor = g.PlatformIO.Monitors[0]; + } + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + { + g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos); + g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos + monitor.WorkSize); } if (!viewports_enabled) @@ -14368,7 +17011,7 @@ static void ImGui::UpdateViewportsNewFrame() // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search: // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order. - // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO) + // C) uses LastFocusedStampCount as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO) viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); } if (viewport_hovered != NULL) @@ -14408,6 +17051,7 @@ static void ImGui::UpdateViewportsEndFrame() { ImGuiViewportP* viewport = g.Viewports[i]; viewport->LastPos = viewport->Pos; + viewport->LastSize = viewport->Size; if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f) if (i > 0) // Always include main viewport in the list continue; @@ -14429,9 +17073,10 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const flags |= ImGuiViewportFlags_IsPlatformWindow; if (window != NULL) { + const bool window_can_use_inputs = ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs)) == false; if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window) flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing; - if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs)) + if (!window_can_use_inputs) flags |= ImGuiViewportFlags_NoInputs; if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing) flags |= ImGuiViewportFlags_NoFocusOnAppearing; @@ -14441,11 +17086,15 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const if (viewport) { // Always update for main viewport as we are already pulling correct platform pos/size (see #4900) + ImVec2 prev_pos = viewport->Pos; + ImVec2 prev_size = viewport->Size; if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) viewport->Pos = pos; if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) viewport->Size = size; viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags + if (prev_pos != viewport->Pos || prev_size != viewport->Size) + UpdateViewportPlatformMonitor(viewport); } else { @@ -14454,13 +17103,17 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const viewport->ID = id; viewport->Idx = g.Viewports.Size; viewport->Pos = viewport->LastPos = pos; - viewport->Size = size; + viewport->Size = viewport->LastSize = size; viewport->Flags = flags; UpdateViewportPlatformMonitor(viewport); g.Viewports.push_back(viewport); g.ViewportCreatedCount++; IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : ""); + // We assume the window becomes front-most (even when ImGuiViewportFlags_NoFocusOnAppearing is used). + // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. + viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount; + // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x); @@ -14470,8 +17123,7 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const // Store initial DpiScale before the OS platform window creation, based on expected monitor data. // This is so we can select an appropriate font size on the first frame of our window lifetime - if (viewport->PlatformMonitor != -1) - viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; + viewport->DpiScale = GetViewportPlatformMonitor(viewport)->DpiScale; } viewport->Window = window; @@ -14531,7 +17183,7 @@ static void ImGui::WindowSelectViewport(ImGuiWindow* window) window->ViewportId = 0; } - if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0) + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasViewport) == 0) { // By default inherit from parent window if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive)) @@ -14547,7 +17199,7 @@ static void ImGui::WindowSelectViewport(ImGuiWindow* window) } bool lock_viewport = false; - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasViewport) { // Code explicitly request a viewport window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId); @@ -14607,10 +17259,10 @@ static void ImGui::WindowSelectViewport(ImGuiWindow* window) // We need to take account of the possibility that mouse may become invalid. // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds. ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos; - bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow); + bool use_mouse_ref = (!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !g.NavWindow); bool mouse_valid = IsMousePosValid(&mouse_ref); if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid)) - window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos()); + window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos(window->Flags)); else window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; } @@ -14725,14 +17377,27 @@ void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_win window->Viewport->Flags = viewport_flags; + window->Viewport->PlatformIconData = window->WindowClass.PlatformIconData; + // Update parent viewport ID // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport()) if (window->WindowClass.ParentViewportId != (ImGuiID)-1) + { + ImGuiID old_parent_viewport_id = window->Viewport->ParentViewportId; window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId; + if (window->Viewport->ParentViewportId != old_parent_viewport_id) + window->Viewport->ParentViewport = FindViewportByID(window->Viewport->ParentViewportId); + } else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive)) + { + window->Viewport->ParentViewport = parent_window_in_stack->Viewport; window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; + } else + { + window->Viewport->ParentViewport = g.IO.ConfigViewportsNoDefaultParent ? NULL : GetMainViewport(); window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; + } } // Called by user at the end of the main loop, after EndFrame() @@ -14825,11 +17490,6 @@ void ImGui::UpdatePlatformWindows() // Show window g.PlatformIO.Platform_ShowWindow(viewport); - - // Even without focus, we assume the window becomes front-most. - // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. - if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount) - viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount; } // Clear request flags @@ -14897,7 +17557,7 @@ static int ImGui::FindPlatformMonitorForRect(const ImRect& rect) // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position. // This is necessary for tooltips which always resize down to zero at first. const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f); - int best_monitor_n = -1; + int best_monitor_n = 0; // Default to the first monitor as fallback float best_monitor_surface = 0.001f; for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++) @@ -15011,7 +17671,7 @@ void ImGui::DestroyPlatformWindows() // | - draw node background // | - DockNodeUpdateTabBar() - create/update tab bar for a docking node // | - DockNodeAddTabBar() -// | - DockNodeUpdateWindowMenu() +// | - DockNodeWindowMenuUpdate() // | - DockNodeCalcTabBarLayout() // | - BeginTabBarEx() // | - TabItemEx() calls @@ -15088,7 +17748,7 @@ struct ImGuiDockPreviewData float SplitRatio; ImRect DropRectsDraw[ImGuiDir_COUNT + 1]; // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects() - ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); } + ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_COUNTOF(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); } }; // Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes) @@ -15104,7 +17764,7 @@ struct ImGuiDockNodeSettings ImVec2ih Pos; ImVec2ih Size; ImVec2ih SizeRef; - ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; } + ImGuiDockNodeSettings() { memset((void*)this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; } }; //----------------------------------------------------------------------------- @@ -15116,6 +17776,7 @@ namespace ImGui // ImGuiDockContext static ImGuiDockNode* DockContextAddNode(ImGuiContext* ctx, ImGuiID id); static void DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node); + static void DockContextDeleteNode(ImGuiContext* ctx, ImGuiDockNode* node); static void DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node); static void DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req); static void DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx); @@ -15218,10 +17879,10 @@ void ImGui::DockContextInitialize(ImGuiContext* ctx) void ImGui::DockContextShutdown(ImGuiContext* ctx) { - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiDockContext* dc = &ctx->DockContext; for (int n = 0; n < dc->Nodes.Data.Size; n++) if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) - IM_DELETE(node); + DockContextDeleteNode(ctx, node); } void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs) @@ -15293,7 +17954,7 @@ void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx) void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx) { ImGuiContext& g = *ctx; - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiDockContext* dc = &ctx->DockContext; if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) return; @@ -15374,7 +18035,6 @@ static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id) static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node) { ImGuiContext& g = *ctx; - ImGuiDockContext* dc = &ctx->DockContext; IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID); IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node); @@ -15394,14 +18054,24 @@ static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, } else { - for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++) + for (int n = 0; parent_node && n < IM_COUNTOF(parent_node->ChildNodes); n++) if (parent_node->ChildNodes[n] == node) node->ParentNode->ChildNodes[n] = NULL; - dc->Nodes.SetVoidPtr(node->ID, NULL); - IM_DELETE(node); + DockContextDeleteNode(ctx, node); } } +// Raw-ish delete +static void ImGui::DockContextDeleteNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockContext* dc = &ctx->DockContext; + if (node->TabBar) + IM_DELETE(node->TabBar); + node->TabBar = NULL; + dc->Nodes.SetVoidPtr(node->ID, NULL); + IM_DELETE(node); +} + static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs) { const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs; @@ -15421,7 +18091,7 @@ struct ImGuiDockContextPruneNodeData static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) { ImGuiContext& g = *ctx; - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiDockContext* dc = &ctx->DockContext; IM_ASSERT(g.Windows.Size == 0); ImPool pool; @@ -15431,6 +18101,11 @@ static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) { ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + if (pool.GetByKey(settings->ID) != 0) + { + settings->ID = 0; // Duplicate + continue; + } ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0; pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID; if (settings->ParentNodeId) @@ -15465,31 +18140,44 @@ static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) { ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID); - if (data->CountWindows > 1) + if (data == NULL || data->CountWindows > 1) continue; - ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId); + ImGuiDockContextPruneNodeData* data_root = (settings->ID == data->RootId) ? data : pool.GetByKey(data->RootId); + ImGuiDockContextPruneNodeData* data_parent = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : NULL; bool remove = false; remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode)); // Floating root node with only 1 window remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window - remove |= (data_root->CountChildWindows == 0); + remove |= (data_root == NULL || data_root->CountChildWindows == 0); if (remove) { IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID); DockSettingsRemoveNodeReferences(&settings->ID, 1); settings->ID = 0; } + else if (data_parent && data_parent->CountChildNodes == 1) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Merge 0x%08X->0X%08X\n", settings->ID, settings->ParentNodeId); + DockSettingsRenameNodeReferences(settings->ID, settings->ParentNodeId); + settings->ID = 0; + } } } static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count) { // Build nodes + ImGuiContext& g = *ctx; IM_UNUSED(g); for (int node_n = 0; node_n < node_settings_count; node_n++) { ImGuiDockNodeSettings* settings = &node_settings_array[node_n]; if (settings->ID == 0) continue; + if (DockContextFindNodeByID(ctx, settings->ID) != NULL) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextBuildNodesFromSettings: skip duplicate node 0x%08X\n", settings->ID); + continue; + } ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID); node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL; node->Pos = ImVec2(settings->Pos.x, settings->Pos.y); @@ -15508,7 +18196,7 @@ static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDoc // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set. char host_window_title[20]; ImGuiDockNode* root_node = DockNodeGetRootNode(node); - node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title))); + node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_COUNTOF(host_window_title))); } } @@ -15575,7 +18263,7 @@ void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node) { - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiDockContext* dc = &ctx->DockContext; for (ImGuiDockRequest& req : dc->Requests) if (req.DockTargetNode == node) req.Type = ImGuiDockRequestType_None; @@ -15733,11 +18421,11 @@ static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* re return size; ImGuiContext& g = *GImGui; - ImVec2 max_size = ImFloor(ref_viewport->WorkSize * 0.90f); + ImVec2 max_size = ImTrunc(ref_viewport->WorkSize * 0.90f); if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) { const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport); - max_size = ImFloor(monitor->WorkSize * 0.90f); + max_size = ImTrunc(monitor->WorkSize * 0.90f); } return ImMin(size, max_size); } @@ -15802,6 +18490,9 @@ void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) // This is mostly used for automation. bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos) { + if (target != NULL && target_node == NULL) + target_node = target->DockNode; + // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects // (which would be functionally identical) we only show the outer one. Reflect this here. if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None) @@ -15875,8 +18566,7 @@ ImGuiDockNode::ImGuiDockNode(ImGuiID id) ImGuiDockNode::~ImGuiDockNode() { - IM_DELETE(TabBar); - TabBar = NULL; + IM_ASSERT(TabBar == NULL); ChildNodes[0] = ChildNodes[1] = NULL; } @@ -16106,7 +18796,7 @@ struct ImGuiDockNodeTreeInfo int CountNodesWithWindows; //ImGuiWindowClass WindowClassForMerges; - ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); } + ImGuiDockNodeTreeInfo() { memset((void*)this, 0, sizeof(*this)); } }; static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info) @@ -16171,7 +18861,7 @@ static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node) bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); bool remove = false; - remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount); + remove |= node_was_active && (window->WasActive == false); // Can't use 'window->LastFrameActive + 1 < g.FrameCount'. (see #9151) remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument); // Submit all _expected_ closure from last frame remove |= (window->DockTabWantClose); if (remove) @@ -16407,7 +19097,7 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) node->HasCloseButton |= window->HasCloseButton; window->DockIsActive = (node->Windows.Size > 1); } - if (node_flags & ImGuiDockNodeFlags_NoCloseButton) + if ((node_flags & ImGuiDockNodeFlags_NoCloseButton) || !g.Style.DockingNodeHasCloseButton) node->HasCloseButton = false; // Bind or create host window @@ -16452,7 +19142,7 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) // Begin into the host window char window_label[20]; - DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label)); + DockNodeGetHostWindowTitle(node, window_label, IM_COUNTOF(window_label)); ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost; window_flags |= ImGuiWindowFlags_NoFocusOnAppearing; window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse; @@ -16524,10 +19214,10 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) ImGuiDockNode* root_node = DockNodeGetRootNode(central_node); ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size); ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size); - if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; } - if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; } - if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; } - if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; } + if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += g.WindowsBorderHoverPadding; } + if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= g.WindowsBorderHoverPadding; } + if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += g.WindowsBorderHoverPadding; } + if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= g.WindowsBorderHoverPadding; } //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255)); if (central_node_hole && !hole_rect.IsInverted()) { @@ -16630,6 +19320,7 @@ static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* r // This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented) // Custom overrides may want to decorate, group, sort entries. // Please note those are internal structures: if you copy this expect occasional breakage. +// (if you don't need to modify the "Tabs.Size == 1" behavior/path it is recommend you call this function in your handler) void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar) { IM_UNUSED(ctx); @@ -16678,6 +19369,8 @@ bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node) return false; if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) return false; + if (node->TabBar->ID == 0) + return false; Begin(node->HostWindow->Name); PushOverrideID(node->ID); bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags); @@ -16722,8 +19415,6 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w ImGuiStyle& style = g.Style; const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); - const bool closed_all = node->WantCloseAll && node_was_active; - const ImGuiID closed_one = node->WantCloseTabId && node_was_active; node->WantCloseAll = false; node->WantCloseTabId = 0; @@ -16817,6 +19508,8 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w OpenPopup("#WindowMenu"); if (IsItemActive()) focus_tab_id = tab_bar->SelectedTabId; + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal) && g.HoveredIdTimer > 0.5f) + SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingDragToUndockOrMoveNode)); } // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value @@ -16831,7 +19524,12 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w { IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : ""); for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++) - IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab '%s' Order %d\n", tab_bar->Tabs[tab_n].Window->Name, tab_bar->Tabs[tab_n].Window->DockOrder); + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_UNUSED(tab); + IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab 0x%08X '%s' Order %d\n", tab->ID, TabBarGetTabName(tab_bar, tab), tab->Window ? tab->Window->DockOrder : -1); + } + IMGUI_DEBUG_LOG_DOCKING("[docking] SelectedTabId = 0x%08X, NavWindow->TabId = 0x%08X\n", node->SelectedTabId, g.NavWindow ? g.NavWindow->TabId : -1); if (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder); } @@ -16848,10 +19546,12 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w // Begin tab bar ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons); - tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;// | ImGuiTabBarFlags_FittingPolicyScroll; + tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode; + tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyMixed; // Enforce default policy. Since 1.92.2 this is now reasonable. May expose later if needed. (#8800, #3421) + tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline; if (!host_window->Collapsed && is_focused) tab_bar_flags |= ImGuiTabBarFlags_IsFocused; - tab_bar->ID = GetID("#TabBar"); + tab_bar->ID = node->ID;// GetID("#TabBar"); tab_bar->SeparatorMinX = node->Pos.x + host_window->WindowBorderSize; // Separator cover the whole node width tab_bar->SeparatorMaxX = node->Pos.x + node->Size.x - host_window->WindowBorderSize; BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags); @@ -16867,37 +19567,35 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w for (int window_n = 0; window_n < node->Windows.Size; window_n++) { ImGuiWindow* window = node->Windows[window_n]; - if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument)) - continue; - if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active) - { - ImGuiTabItemFlags tab_item_flags = 0; - tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet; - if (window->Flags & ImGuiWindowFlags_UnsavedDocument) - tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument; - if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) - tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + if (window->LastFrameActive + 1 < g.FrameCount && node_was_active) + continue; // FIXME: Not sure if that's still taken/useful, as windows are normally removed in DockNodeUpdateFlagsAndCollapse(). - // Apply stored style overrides for the window - for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) - g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]); + ImGuiTabItemFlags tab_item_flags = 0; + tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet; + if (window->Flags & ImGuiWindowFlags_UnsavedDocument) + tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument; + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; - // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so) - bool tab_open = true; - TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window); - if (!tab_open) - node->WantCloseTabId = window->TabId; - if (tab_bar->VisibleTabId == window->TabId) - node->VisibleWindow = window; + // Apply stored style overrides for the window + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]); - // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call - window->DockTabItemStatusFlags = g.LastItemData.StatusFlags; - window->DockTabItemRect = g.LastItemData.Rect; + // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so) + bool tab_open = true; + TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window); + if (!tab_open) + node->WantCloseTabId = window->TabId; + if (tab_bar->VisibleTabId == window->TabId) + node->VisibleWindow = window; - // Update navigation ID on menu layer - if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0) - host_window->NavLastIds[1] = window->TabId; - } + // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call + window->DC.DockTabItemStatusFlags = g.LastItemData.StatusFlags; + window->DC.DockTabItemRect = g.LastItemData.Rect; + + // Update navigation ID on menu layer + if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0) + host_window->NavLastIds[1] = window->TabId; } // Restore style colors @@ -16941,7 +19639,7 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w ImGuiID title_bar_id = host_window->GetID("#TITLEBAR"); if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id) { - // AllowItem mode required for appending into dock node tab bar, + // AllowOverlap mode required for appending into dock node tab bar, // otherwise dragging window will steal HoveredId and amended tabs cannot get them. bool held; KeepAliveID(title_bar_id); @@ -16957,7 +19655,7 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w // Forward moving request to selected window if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) - StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); + StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); // Undock from tab bar empty space } } @@ -16976,7 +19674,8 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w if (tab->Window) { FocusWindow(tab->Window); - NavInitWindow(tab->Window, false); + if (g.NavId == 0) // only init if FocusWindow() didn't restore anything. + NavInitWindow(tab->Window, false); } EndTabBar(); @@ -17013,11 +19712,13 @@ static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_win ImGuiWindowClass* payload_class = &payload->WindowClass; if (host_class->ClassId != payload_class->ClassId) { + bool pass = false; if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0) - return true; + pass = true; if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0) - return true; - return false; + pass = true; + if (!pass) + return false; } // Prevent docking any window created above a popup @@ -17097,12 +19798,12 @@ void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& po if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f) { size_new[axis] = size_new_desired[axis]; - size_old[axis] = IM_FLOOR(w_avail - size_new[axis]); + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); } else { - size_new[axis] = IM_FLOOR(w_avail * 0.5f); - size_old[axis] = IM_FLOOR(w_avail - size_new[axis]); + size_new[axis] = IM_TRUNC(w_avail * 0.5f); + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); } // Position each node @@ -17129,21 +19830,21 @@ bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir ImVec2 off; // Distance from edge or center if (outer_docking) { - //hs_w = ImFloor(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f)); - //hs_h = ImFloor(hs_w * 0.15f); - //off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImFloor(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h)); - hs_w = ImFloor(hs_for_central_nodes * 1.50f); - hs_h = ImFloor(hs_for_central_nodes * 0.80f); - off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - hs_h), ImFloor(parent.GetHeight() * 0.5f - hs_h)); + //hs_w = ImTrunc(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f)); + //hs_h = ImTrunc(hs_w * 0.15f); + //off = ImVec2(ImTrunc(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImTrunc(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h)); + hs_w = ImTrunc(hs_for_central_nodes * 1.50f); + hs_h = ImTrunc(hs_for_central_nodes * 0.80f); + off = ImTrunc(ImVec2(parent.GetWidth() * 0.5f - hs_h, parent.GetHeight() * 0.5f - hs_h)); } else { - hs_w = ImFloor(hs_for_central_nodes); - hs_h = ImFloor(hs_for_central_nodes * 0.90f); - off = ImVec2(ImFloor(hs_w * 2.40f), ImFloor(hs_w * 2.40f)); + hs_w = ImTrunc(hs_for_central_nodes); + hs_h = ImTrunc(hs_for_central_nodes * 0.90f); + off = ImTrunc(ImVec2(hs_w * 2.40f, hs_w * 2.40f)); } - ImVec2 c = ImFloor(parent.GetCenter()); + ImVec2 c = ImTrunc(parent.GetCenter()); if (dir == ImGuiDir_None) { out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w); } else if (dir == ImGuiDir_Up) { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); } else if (dir == ImGuiDir_Down) { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); } @@ -17157,7 +19858,7 @@ bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir if (!outer_docking) { // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides - hit_r.Expand(ImFloor(hs_w * 0.30f)); + hit_r.Expand(ImTrunc(hs_w * 0.30f)); ImVec2 mouse_delta = (*test_mouse_pos - c); float mouse_delta_len2 = ImLengthSqr(mouse_delta); float r_threshold_center = hs_w * 1.4f; @@ -17191,6 +19892,8 @@ static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockN data->IsCenterAvailable = true; if (is_outer_docking) data->IsCenterAvailable = false; + else if (g.IO.ConfigDockingNoDockingOver) + data->IsCenterAvailable = false; else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe) data->IsCenterAvailable = false; else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) && host_node->IsCentralNode()) @@ -17330,8 +20033,10 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y); tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x; const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]); - const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]); + const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabSelected]); + const ImU32 overlay_col_unsaved_marker = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_UnsavedMarker]); PushStyleColor(ImGuiCol_Text, overlay_col_text); + PushStyleColor(ImGuiCol_UnsavedMarker, overlay_col_unsaved_marker); for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) { ImGuiTabItemFlags tab_flags = (payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0; @@ -17342,7 +20047,7 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock if (!tab_bar_rect.Contains(tab_bb)) overlay_draw_lists[overlay_n]->PopClipRect(); } - PopStyleColor(); + PopStyleColor(2); } } @@ -17410,8 +20115,8 @@ void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f); IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting. child_0->SizeRef = child_1->SizeRef = parent_node->Size; - child_0->SizeRef[split_axis] = ImFloor(size_avail * split_ratio); - child_1->SizeRef[split_axis] = ImFloor(size_avail - child_0->SizeRef[split_axis]); + child_0->SizeRef[split_axis] = ImTrunc(size_avail * split_ratio); + child_1->SizeRef[split_axis] = ImTrunc(size_avail - child_0->SizeRef[split_axis]); DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node); DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID); @@ -17470,15 +20175,9 @@ void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG parent_node->UpdateMergedFlags(); if (child_0) - { - ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL); - IM_DELETE(child_0); - } + DockContextDeleteNode(ctx, child_0); if (child_1) - { - ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL); - IM_DELETE(child_1); - } + DockContextDeleteNode(ctx, child_1); } // Update Pos/Size for a node hierarchy (don't affect child Windows yet) @@ -17516,10 +20215,10 @@ void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 si // Size allocation policy // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows. - const float size_min_each = ImFloor(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f); + const float size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f); // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing. - // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImFloor() + // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImTrunc() // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge) @@ -17540,7 +20239,7 @@ void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 si // FIXME-DOCK: We cannot honor the requested size, so apply ratio. // Currently this path will only be taken if code programmatically sets WantLockSizeOnce float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]); - child_0_size[axis] = child_0->SizeRef[axis] = ImFloor(size_avail * split_ratio); + child_0_size[axis] = child_0->SizeRef[axis] = ImTrunc(size_avail * split_ratio); child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); } @@ -17560,7 +20259,7 @@ void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 si { // 4) Otherwise distribute according to the relative ratio of each SizeRef value float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]); - child_0_size[axis] = ImMax(size_min_each, ImFloor(size_avail * split_ratio + 0.5f)); + child_0_size[axis] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5f)); child_1_size[axis] = (size_avail - child_0_size[axis]); } @@ -17666,7 +20365,7 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) float min_size_0 = resize_limits[0] - child_0->Pos[axis]; float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1]; ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg); - if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col)) + if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, g.WindowsBorderHoverPadding, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col)) { if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0) { @@ -17765,8 +20464,8 @@ void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) return; // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot - ImGuiContext* ctx = GImGui; - if (ImGuiDockNode* new_node = DockContextFindNodeByID(ctx, dock_id)) + ImGuiContext& g = *GImGui; + if (ImGuiDockNode* new_node = DockContextFindNodeByID(&g, dock_id)) if (new_node->IsSplitNode()) { // Policy: Find central node or latest focused node. We first move back to our root node. @@ -17794,10 +20493,9 @@ void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) // The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors. // DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app. // When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location). -ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) +ImGuiID ImGui::DockSpace(ImGuiID dockspace_id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) { - ImGuiContext* ctx = GImGui; - ImGuiContext& g = *ctx; + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindowRead(); if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) return 0; @@ -17810,17 +20508,19 @@ ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0) window = GetCurrentWindow(); // call to set window->WriteAccessed = true; - IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0); - IM_ASSERT(id != 0); - ImGuiDockNode* node = DockContextFindNodeByID(ctx, id); - if (!node) + IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0); // Flag is automatically set by DockSpace() as LocalFlags, not SharedFlags! + IM_ASSERT((flags & ImGuiDockNodeFlags_CentralNode) == 0); // Flag is automatically set by DockSpace() as LocalFlags, not SharedFlags! (#8145) + + IM_ASSERT(dockspace_id != 0); + ImGuiDockNode* node = DockContextFindNodeByID(&g, dockspace_id); + if (node == NULL) { - IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", id); - node = DockContextAddNode(ctx, id); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", dockspace_id); + node = DockContextAddNode(&g, dockspace_id); node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode); } if (window_class && window_class->ClassId != node->WindowClass.ClassId) - IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", dockspace_id, node->WindowClass.ClassId, window_class->ClassId); node->SharedFlags = flags; node->WindowClass = window_class ? *window_class : ImGuiWindowClass(); @@ -17830,7 +20530,7 @@ ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags { IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID"); node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); - return id; + return dockspace_id; } node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); @@ -17838,11 +20538,11 @@ ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags if (flags & ImGuiDockNodeFlags_KeepAliveOnly) { node->LastFrameAlive = g.FrameCount; - return id; + return dockspace_id; } const ImVec2 content_avail = GetContentRegionAvail(); - ImVec2 size = ImFloor(size_arg); + ImVec2 size = ImTrunc(size_arg); if (size.x <= 0.0f) size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) if (size.y <= 0.0f) @@ -17863,7 +20563,7 @@ ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags window_flags |= ImGuiWindowFlags_NoBackground; char title[256]; - ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id); + ImFormatString(title, IM_COUNTOF(title), "%s/DockSpace_%08X", window->Name, dockspace_id); PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f); Begin(title, NULL, window_flags); @@ -17892,22 +20592,23 @@ ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags ImRect bb(node->Pos, node->Pos + size); ItemSize(size); - ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?) + ItemAdd(bb, dockspace_id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?) if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild() g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; - return id; + return dockspace_id; } // Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode! -// The limitation with this call is that your window won't have a menu bar. +// The limitation with this call is that your window won't have a local menu bar, but you can also use BeginMainMenuBar(). // Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function. -// But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it. -ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) +// If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it. +ImGuiID ImGui::DockSpaceOverViewport(ImGuiID dockspace_id, const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) { if (viewport == NULL) viewport = GetMainViewport(); + // Submit a window filling the entire viewport SetNextWindowPos(viewport->WorkPos); SetNextWindowSize(viewport->WorkSize); SetNextWindowViewport(viewport->ID); @@ -17918,8 +20619,13 @@ ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNod if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) host_window_flags |= ImGuiWindowFlags_NoBackground; + // FIXME-OPT: When using ImGuiDockNodeFlags_KeepAliveOnly with DockSpaceOverViewport() we might be able to spare submitting the window, + // since DockSpace() with that flag doesn't need a window. We'd only need to compute the default ID accordingly. + if (dockspace_flags & ImGuiDockNodeFlags_KeepAliveOnly) + host_window_flags |= ImGuiWindowFlags_NoMouseInputs; + char label[32]; - ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID); + ImFormatString(label, IM_COUNTOF(label), "WindowOverViewport_%08X", viewport->ID); PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); @@ -17927,8 +20633,11 @@ ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNod Begin(label, NULL, host_window_flags); PopStyleVar(3); - ImGuiID dockspace_id = GetID("DockSpace"); + // Submit the dockspace + if (dockspace_id == 0) + dockspace_id = GetID("DockSpace"); DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class); + End(); return dockspace_id; @@ -17985,14 +20694,14 @@ void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id) ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id) { - ImGuiContext* ctx = GImGui; - return DockContextFindNodeByID(ctx, node_id); + ImGuiContext& g = *GImGui; + return DockContextFindNodeByID(&g, node_id); } void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos) { - ImGuiContext* ctx = GImGui; - ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); if (node == NULL) return; node->Pos = pos; @@ -18001,8 +20710,8 @@ void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos) void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) { - ImGuiContext* ctx = GImGui; - ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); if (node == NULL) return; IM_ASSERT(size.x > 0.0f && size.y > 0.0f); @@ -18019,8 +20728,7 @@ void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) // - Existing node with a same id will be removed. ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags) { - ImGuiContext* ctx = GImGui; - ImGuiContext& g = *ctx; IM_UNUSED(g); + ImGuiContext& g = *GImGui; IM_UNUSED(g); IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags); if (node_id != 0) @@ -18030,44 +20738,43 @@ ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags) if (flags & ImGuiDockNodeFlags_DockSpace) { DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly); - node = DockContextFindNodeByID(ctx, node_id); + node = DockContextFindNodeByID(&g, node_id); } else { - node = DockContextAddNode(ctx, node_id); + node = DockContextAddNode(&g, node_id); node->SetLocalFlags(flags); } - node->LastFrameAlive = ctx->FrameCount; // Set this otherwise BeginDocked will undock during the same frame. + node->LastFrameAlive = g.FrameCount; // Set this otherwise BeginDocked will undock during the same frame. return node->ID; } void ImGui::DockBuilderRemoveNode(ImGuiID node_id) { - ImGuiContext* ctx = GImGui; - ImGuiContext& g = *ctx; IM_UNUSED(g); + ImGuiContext& g = *GImGui; IM_UNUSED(g); IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id); - ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); if (node == NULL) return; DockBuilderRemoveNodeDockedWindows(node_id, true); DockBuilderRemoveNodeChildNodes(node_id); // Node may have moved or deleted if e.g. any merge happened - node = DockContextFindNodeByID(ctx, node_id); + node = DockContextFindNodeByID(&g, node_id); if (node == NULL) return; if (node->IsCentralNode() && node->ParentNode) node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode); - DockContextRemoveNode(ctx, node, true); + DockContextRemoveNode(&g, node, true); } // root_id = 0 to remove all, root_id != 0 to remove child of given node. void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) { - ImGuiContext* ctx = GImGui; - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiContext& g = *GImGui; + ImGuiDockContext* dc = &g.DockContext; - ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(ctx, root_id) : NULL; + ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(&g, root_id) : NULL; if (root_id && root_node == NULL) return; bool has_central_node = false; @@ -18086,7 +20793,7 @@ void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) if (node->IsCentralNode()) has_central_node = true; if (root_id != 0) - DockContextQueueNotifyRemovedNode(ctx, node); + DockContextQueueNotifyRemovedNode(&g, node); if (root_node) { DockNodeMoveWindows(root_node, node); @@ -18105,7 +20812,7 @@ void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) } // Apply to settings - for (ImGuiWindowSettings* settings = ctx->SettingsWindows.begin(); settings != NULL; settings = ctx->SettingsWindows.next_chunk(settings)) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) if (ImGuiID window_settings_dock_id = settings->DockId) for (int n = 0; n < nodes_to_remove.Size; n++) if (nodes_to_remove[n]->ID == window_settings_dock_id) @@ -18118,7 +20825,7 @@ void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) if (nodes_to_remove.Size > 1) ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst); for (int n = 0; n < nodes_to_remove.Size; n++) - DockContextRemoveNode(ctx, nodes_to_remove[n], false); + DockContextRemoveNode(&g, nodes_to_remove[n], false); if (root_id == 0) { @@ -18135,15 +20842,14 @@ void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs) { // Clear references in settings - ImGuiContext* ctx = GImGui; - ImGuiContext& g = *ctx; + ImGuiContext& g = *GImGui; if (clear_settings_refs) { for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) { bool want_removal = (root_id == 0) || (settings->DockId == root_id); if (!want_removal && settings->DockId != 0) - if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, settings->DockId)) + if (ImGuiDockNode* node = DockContextFindNodeByID(&g, settings->DockId)) if (DockNodeGetRootNode(node)->ID == root_id) want_removal = true; if (want_removal) @@ -18160,7 +20866,7 @@ void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_setti { const ImGuiID backup_dock_id = window->DockId; IM_UNUSED(backup_dock_id); - DockContextProcessUndockWindow(ctx, window, clear_settings_refs); + DockContextProcessUndockWindow(&g, window, clear_settings_refs); if (!clear_settings_refs) IM_ASSERT(window->DockId == backup_dock_id); } @@ -18183,8 +20889,6 @@ ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_r return 0; } - IM_ASSERT(!node->IsSplitNode()); // Assert if already Split - ImGuiDockRequest req; req.Type = ImGuiDockRequestType_Split; req.DockTargetWindow = NULL; @@ -18220,7 +20924,7 @@ static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID ds out_node_remap_pairs->push_back(src_node->ID); out_node_remap_pairs->push_back(dst_node->ID); - for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++) + for (int child_n = 0; child_n < IM_COUNTOF(src_node->ChildNodes); child_n++) if (src_node->ChildNodes[child_n]) { dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs); @@ -18233,14 +20937,14 @@ static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID ds void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs) { - ImGuiContext* ctx = GImGui; + ImGuiContext& g = *GImGui; IM_ASSERT(src_node_id != 0); IM_ASSERT(dst_node_id != 0); IM_ASSERT(out_node_remap_pairs != NULL); DockBuilderRemoveNode(dst_node_id); - ImGuiDockNode* src_node = DockContextFindNodeByID(ctx, src_node_id); + ImGuiDockNode* src_node = DockContextFindNodeByID(&g, src_node_id); IM_ASSERT(src_node != NULL); out_node_remap_pairs->clear(); @@ -18365,9 +21069,9 @@ void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_docks // FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node. void ImGui::DockBuilderFinish(ImGuiID root_id) { - ImGuiContext* ctx = GImGui; - //DockContextRebuild(ctx); - DockContextBuildAddWindowsToNodes(ctx, root_id); + ImGuiContext& g = *GImGui; + //DockContextRebuild(&g); + DockContextBuildAddWindowsToNodes(&g, root_id); } //----------------------------------------------------------------------------- @@ -18433,13 +21137,23 @@ static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGu return node; } +static void StoreDockStyleForWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + window->DockStyle.Colors[color_n] = ImGui::ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]); +} + void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) { - ImGuiContext* ctx = GImGui; - ImGuiContext& g = *ctx; + ImGuiContext& g = *GImGui; - // Clear fields ahead so most early-out paths don't have to do it - window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + // Specific extra processing for fallback window (#9151), could be in Begin() as well. + if (window->IsFallbackWindow && !window->WasActive) + { + DockNodeHideWindowDuringHostWindowCreation(window); + return; + } const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window); if (auto_dock_node) @@ -18447,7 +21161,7 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) if (window->DockId == 0) { IM_ASSERT(window->DockNode == NULL); - window->DockId = DockContextGenNodeID(ctx); + window->DockId = DockContextGenNodeID(&g); } } else @@ -18455,10 +21169,10 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) // Calling SetNextWindowPos() undock windows by default (by setting PosUndock) bool want_undock = false; want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0; - want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock; + want_undock |= (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock; if (want_undock) { - DockContextProcessUndockWindow(ctx, window); + DockContextProcessUndockWindow(&g, window); return; } } @@ -18469,7 +21183,7 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) IM_ASSERT(window->DockId == node->ID); if (window->DockId != 0 && node == NULL) { - node = DockContextBindNodeToWindow(ctx, window); + node = DockContextBindNodeToWindow(&g, window); if (node == NULL) return; } @@ -18490,15 +21204,14 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking() ImGuiDockNode* root_node = DockNodeGetRootNode(node); if (root_node->LastFrameAlive < g.FrameCount) - DockContextProcessUndockWindow(ctx, window); + DockContextProcessUndockWindow(&g, window); else window->DockIsActive = true; return; } // Store style overrides - for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) - window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]); + StoreDockStyleForWindow(window); // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window, // and never create neither a host window neither a tab bar. @@ -18521,7 +21234,7 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) // Undock if we are submitted earlier than the host window if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext) { - DockContextProcessUndockWindow(ctx, window); + DockContextProcessUndockWindow(&g, window); return; } @@ -18541,7 +21254,8 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) // Update window flag IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0); - window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_NoResize; + window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize; + window->ChildFlags |= ImGuiChildFlags_AlwaysUseWindowPadding; if (node->IsHiddenTabBar() || node->IsNoTabBar()) window->Flags |= ImGuiWindowFlags_NoTitleBar; else @@ -18573,6 +21287,7 @@ void ImGui::BeginDockableDragDropSource(ImGuiWindow* window) // When ConfigDockingWithShift is set, display a tooltip to increase UI affordance. // We cannot set for HoveredWindowUnderMovingWindow != NULL here, as it is only valid/useful when drag and drop is already active // (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function) + IM_ASSERT(g.NextWindowData.HasFlags == 0); if (g.IO.ConfigDockingWithShift && g.MouseStationaryTimer >= 1.0f && g.ActiveId >= 1.0f) SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingHoldShiftToDock)); return; @@ -18582,21 +21297,18 @@ void ImGui::BeginDockableDragDropSource(ImGuiWindow* window) window = window->RootWindowDockTree; IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit - if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload)) + ImGuiDragDropFlags drag_drop_flags = ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_PayloadAutoExpire | ImGuiDragDropFlags_PayloadNoCrossContext | ImGuiDragDropFlags_PayloadNoCrossProcess; + if (is_drag_docking && BeginDragDropSource(drag_drop_flags)) { SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window)); EndDragDropSource(); - - // Store style overrides - for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) - window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]); + StoreDockStyleForWindow(window); // Store style overrides while dragging (even when not docked) because docking preview may need it. } } void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) { - ImGuiContext* ctx = GImGui; - ImGuiContext& g = *ctx; + ImGuiContext& g = *GImGui; //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); @@ -18671,7 +21383,7 @@ void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) // Queue docking request if (split_data->IsDropAllowed && payload->IsDelivery()) - DockContextQueueDock(ctx, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer); + DockContextQueueDock(&g, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer); } } EndDragDropTarget(); @@ -18727,7 +21439,7 @@ static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id) { // FIXME-OPT - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiDockContext* dc = &ctx->DockContext; for (int n = 0; n < dc->NodesSettings.Size; n++) if (dc->NodesSettings[n].ID == id) return &dc->NodesSettings[n]; @@ -18737,7 +21449,7 @@ static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* // Clear settings data static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiDockContext* dc = &ctx->DockContext; dc->NodesSettings.clear(); DockContextClearNodes(ctx, 0, true); } @@ -18746,7 +21458,7 @@ static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettings static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { // Prune settings at boot time only - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiDockContext* dc = &ctx->DockContext; if (ctx->Windows.Size == 0) DockContextPruneUnusedSettingsNodes(ctx); DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); @@ -18904,6 +21616,10 @@ static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettings //----------------------------------------------------------------------------- // [SECTION] PLATFORM DEPENDENT HELPERS //----------------------------------------------------------------------------- +// - Default clipboard handlers +// - Default shell function handlers +// - Default IME handlers +//----------------------------------------------------------------------------- #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) @@ -18914,9 +21630,9 @@ static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettings // Win32 clipboard implementation // We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown() -static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx) +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) { - ImGuiContext& g = *(ImGuiContext*)user_data_ctx; + ImGuiContext& g = *ctx; g.ClipboardHandlerData.clear(); if (!::OpenClipboard(NULL)) return NULL; @@ -18937,7 +21653,7 @@ static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx) return g.ClipboardHandlerData.Data; } -static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) { if (!::OpenClipboard(NULL)) return; @@ -18964,12 +21680,12 @@ static PasteboardRef main_clipboard = 0; // OSX clipboard implementation // If you enable this you will need to add '-framework ApplicationServices' to your linker command-line! -static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) { if (!main_clipboard) PasteboardCreate(kPasteboardClipboard, &main_clipboard); PasteboardClear(main_clipboard); - CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text)); + CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, ImStrlen(text)); if (cf_data) { PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); @@ -18977,9 +21693,9 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) } } -static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx) +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) { - ImGuiContext& g = *(ImGuiContext*)user_data_ctx; + ImGuiContext& g = *ctx; if (!main_clipboard) PasteboardCreate(kPasteboardClipboard, &main_clipboard); PasteboardSynchronize(main_clipboard); @@ -19013,23 +21729,83 @@ static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx) #else // Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. -static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx) +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) { - ImGuiContext& g = *(ImGuiContext*)user_data_ctx; + ImGuiContext& g = *ctx; return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin(); } -static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text) +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text) { - ImGuiContext& g = *(ImGuiContext*)user_data_ctx; + ImGuiContext& g = *ctx; g.ClipboardHandlerData.clear(); - const char* text_end = text + strlen(text); + const char* text_end = text + ImStrlen(text); g.ClipboardHandlerData.resize((int)(text_end - text) + 1); memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text)); g.ClipboardHandlerData[(int)(text_end - text)] = 0; } +#endif // Default clipboard handlers + +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#if defined(__APPLE__) && TARGET_OS_IPHONE +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS #endif +#if defined(__3DS__) +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#if defined(_WIN32) && defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif +#endif // #ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS + +#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#ifdef _WIN32 +#include // ShellExecuteA() +#ifdef _MSC_VER +#pragma comment(lib, "shell32") +#endif +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) +{ + const int path_wsize = ::MultiByteToWideChar(CP_UTF8, 0, path, -1, NULL, 0); + ImVector path_wbuf; + path_wbuf.resize(path_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, path, -1, path_wbuf.Data, path_wsize); + return (INT_PTR)::ShellExecuteW(NULL, L"open", path_wbuf.Data, NULL, NULL, SW_SHOWDEFAULT) > 32; +} +#else +#include +#include +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) +{ +#if defined(__APPLE__) + const char* args[] { "open", "--", path, NULL }; +#else + const char* args[] { "xdg-open", path, NULL }; +#endif + pid_t pid = fork(); + if (pid < 0) + return false; + if (!pid) + { + execvp(args[0], const_cast(args)); + exit(-1); + } + else + { + int status; + waitpid(pid, &status, 0); + return WEXITSTATUS(status) == 0; + } +} +#endif +#else +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char*) { return false; } +#endif // Default shell handlers + +//----------------------------------------------------------------------------- // Win32 API IME support (for Asian languages, etc.) #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) @@ -19039,7 +21815,7 @@ static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text #pragma comment(lib, "imm32") #endif -static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data) +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) { // Notify OS Input Method Editor of text input position HWND hwnd = (HWND)viewport->PlatformHandleRaw; @@ -19065,18 +21841,23 @@ static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatf #else -static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {} +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData*) {} -#endif +#endif // Default IME handlers //----------------------------------------------------------------------------- // [SECTION] METRICS/DEBUGGER WINDOW //----------------------------------------------------------------------------- -// - RenderViewportThumbnail() [Internal] -// - RenderViewportsThumbnails() [Internal] -// - DebugTextEncoding() // - MetricsHelpMarker() [Internal] -// - ShowFontAtlas() [Internal] +// - DebugRenderViewportThumbnail() [Internal] +// - RenderViewportsThumbnails() [Internal] +// - DebugRenderKeyboardPreview() [Internal] +// - DebugTextEncoding() +// - DebugFlashStyleColorStop() [Internal] +// - DebugFlashStyleColor() +// - UpdateDebugToolFlashStyleColor() [Internal] +// - ShowFontAtlas() [Internal but called by Demo!] +// - DebugNodeTexture() [Internal] // - ShowMetricsWindow() // - DebugNodeColumns() [Internal] // - DebugNodeDockNode() [Internal] @@ -19091,8 +21872,24 @@ static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeDat // - DebugNodeWindowSettings() [Internal] // - DebugNodeWindowsList() [Internal] // - DebugNodeWindowsListByBeginStackParent() [Internal] +// - ShowFontSelector() //----------------------------------------------------------------------------- +#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) || !defined(IMGUI_DISABLE_DEBUG_TOOLS) +// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. +static void MetricsHelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::BeginItemTooltip()) + { + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} +#endif + #ifndef IMGUI_DISABLE_DEBUG_TOOLS void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) @@ -19113,8 +21910,8 @@ void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* ImRect thumb_r = thumb_window->Rect(); ImRect title_r = thumb_window->TitleBarRect(); - thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off + thumb_r.Max * scale)); - title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height + thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off + thumb_r.Max * scale)); + title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off + ImVec2(title_r.Max.x, title_r.Min.y + title_r.GetHeight() * 3.0f) * scale)); // Exaggerate title bar height thumb_r.ClipWithFull(bb); title_r.ClipWithFull(bb); const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); @@ -19124,6 +21921,8 @@ void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name)); } draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + if (viewport->ID == g.DebugMetricsConfig.HighlightViewportID) + window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); } static void RenderViewportsThumbnails() @@ -19131,13 +21930,21 @@ static void RenderViewportsThumbnails() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports. + // Draw monitor and calculate their boundaries float SCALE = 1.0f / 8.0f; ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); - for (ImGuiViewportP* viewport : g.Viewports) - bb_full.Add(viewport->GetMainRect()); + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + bb_full.Add(ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize)); ImVec2 p = window->DC.CursorPos; ImVec2 off = p - bb_full.Min * SCALE; + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + { + ImRect monitor_draw_bb(off + (monitor.MainPos) * SCALE, off + (monitor.MainPos + monitor.MainSize) * SCALE); + window->DrawList->AddRect(monitor_draw_bb.Min, monitor_draw_bb.Max, (g.DebugMetricsConfig.HighlightMonitorIdx == g.PlatformIO.Monitors.index_from_ptr(&monitor)) ? IM_COL32(255, 255, 0, 255) : ImGui::GetColorU32(ImGuiCol_Border), 4.0f); + window->DrawList->AddRectFilled(monitor_draw_bb.Min, monitor_draw_bb.Max, ImGui::GetColorU32(ImGuiCol_Border, 0.10f), 4.0f); + } + + // Draw viewports for (ImGuiViewportP* viewport : g.Viewports) { ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE); @@ -19156,14 +21963,15 @@ static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, // Draw an arbitrary US keyboard layout to visualize translated keys void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list) { - const ImVec2 key_size = ImVec2(35.0f, 35.0f); - const float key_rounding = 3.0f; - const ImVec2 key_face_size = ImVec2(25.0f, 25.0f); - const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f); - const float key_face_rounding = 2.0f; - const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f); + const float scale = ImGui::GetFontSize() / 13.0f; + const ImVec2 key_size = ImVec2(35.0f, 35.0f) * scale; + const float key_rounding = 3.0f * scale; + const ImVec2 key_face_size = ImVec2(25.0f, 25.0f) * scale; + const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f) * scale; + const float key_face_rounding = 2.0f * scale; + const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f) * scale; const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f); - const float key_row_offset = 9.0f; + const float key_row_offset = 9.0f * scale; ImVec2 board_min = GetCursorScreenPos(); ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f); @@ -19183,7 +21991,7 @@ void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list) if (!IsItemVisible()) return; draw_list->PushClipRect(board_min, board_max, true); - for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++) + for (int n = 0; n < IM_COUNTOF(keys_to_display); n++) { const KeyLayoutData* key_data = &keys_to_display[n]; ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y); @@ -19213,10 +22021,11 @@ void ImGui::DebugTextEncoding(const char* str) TableSetupColumn("Glyph"); TableSetupColumn("Codepoint"); TableHeadersRow(); + const char* str_end = str + strlen(str); // As we may receive malformed UTF-8, pass an explicit end instead of relying on ImTextCharFromUtf8() assuming enough space. for (const char* p = str; *p != 0; ) { unsigned int c; - const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL); + const int c_utf8_len = ImTextCharFromUtf8(&c, p, str_end); TableNextColumn(); Text("%d", (int)(p - str)); TableNextColumn(); @@ -19227,10 +22036,12 @@ void ImGui::DebugTextEncoding(const char* str) Text("0x%02X", (int)(unsigned char)p[byte_index]); } TableNextColumn(); - if (GetFont()->FindGlyphNoFallback((ImWchar)c)) - TextUnformatted(p, p + c_utf8_len); - else - TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]"); + TextUnformatted(p, p + c_utf8_len); + if (!GetFont()->IsGlyphInFont((ImWchar)c)) + { + SameLine(); + TextUnformatted("[missing]"); + } TableNextColumn(); Text("U+%04X", (int)c); p += c_utf8_len; @@ -19238,38 +22049,241 @@ void ImGui::DebugTextEncoding(const char* str) EndTable(); } -// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. -static void MetricsHelpMarker(const char* desc) +static void DebugFlashStyleColorStop() { - ImGui::TextDisabled("(?)"); - if (ImGui::BeginItemTooltip()) - { - ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); - ImGui::TextUnformatted(desc); - ImGui::PopTextWrapPos(); - ImGui::EndTooltip(); - } + ImGuiContext& g = *GImGui; + if (g.DebugFlashStyleColorIdx != ImGuiCol_COUNT) + g.Style.Colors[g.DebugFlashStyleColorIdx] = g.DebugFlashStyleColorBackup; + g.DebugFlashStyleColorIdx = ImGuiCol_COUNT; } +// Flash a given style color for some + inhibit modifications of this color via PushStyleColor() calls. +void ImGui::DebugFlashStyleColor(ImGuiCol idx) +{ + ImGuiContext& g = *GImGui; + DebugFlashStyleColorStop(); + g.DebugFlashStyleColorTime = 0.5f; + g.DebugFlashStyleColorIdx = idx; + g.DebugFlashStyleColorBackup = g.Style.Colors[idx]; +} + +void ImGui::UpdateDebugToolFlashStyleColor() +{ + ImGuiContext& g = *GImGui; + if (g.DebugFlashStyleColorTime <= 0.0f) + return; + ColorConvertHSVtoRGB(ImCos(g.DebugFlashStyleColorTime * 6.0f) * 0.5f + 0.5f, 0.5f, 0.5f, g.Style.Colors[g.DebugFlashStyleColorIdx].x, g.Style.Colors[g.DebugFlashStyleColorIdx].y, g.Style.Colors[g.DebugFlashStyleColorIdx].z); + g.Style.Colors[g.DebugFlashStyleColorIdx].w = 1.0f; + if ((g.DebugFlashStyleColorTime -= g.IO.DeltaTime) <= 0.0f) + DebugFlashStyleColorStop(); +} + +ImU64 ImGui::DebugTextureIDToU64(ImTextureID tex_id) +{ + ImU64 v = 0; + memcpy(&v, &tex_id, ImMin(sizeof(ImU64), sizeof(ImTextureID))); + return v; +} + +static const char* FormatTextureRefForDebugDisplay(char* buf, int buf_size, ImTextureRef tex_ref) +{ + char* buf_p = buf; + char* buf_end = buf + buf_size; + if (tex_ref._TexData != NULL) + buf_p += ImFormatString(buf_p, buf_end - buf_p, "#%03d: ", tex_ref._TexData->UniqueID); + ImFormatString(buf_p, buf_end - buf_p, "0x%X", ImGui::DebugTextureIDToU64(tex_ref.GetTexID())); + return buf; +} + +#ifdef IMGUI_ENABLE_FREETYPE +namespace ImGuiFreeType { IMGUI_API const ImFontLoader* GetFontLoader(); IMGUI_API bool DebugEditFontLoaderFlags(unsigned int* p_font_builder_flags); } +#endif + // [DEBUG] List fonts in a font atlas and display its texture void ImGui::ShowFontAtlas(ImFontAtlas* atlas) { + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiStyle& style = g.Style; + + BeginDisabled(); + CheckboxFlags("io.BackendFlags: RendererHasTextures", &io.BackendFlags, ImGuiBackendFlags_RendererHasTextures); + EndDisabled(); + ShowFontSelector("Font"); + //BeginDisabled((io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0); + if (DragFloat("FontSizeBase", &style.FontSizeBase, 0.20f, 5.0f, 100.0f, "%.0f")) + style._NextFrameFontSizeBase = style.FontSizeBase; // FIXME: Temporary hack until we finish remaining work. + SameLine(0.0f, 0.0f); Text(" (out %.2f)", GetFontSize()); + SameLine(); MetricsHelpMarker("- This is scaling font only. General scaling will come later."); + DragFloat("FontScaleMain", &style.FontScaleMain, 0.02f, 0.5f, 4.0f); + //BeginDisabled(io.ConfigDpiScaleFonts); + DragFloat("FontScaleDpi", &style.FontScaleDpi, 0.02f, 0.5f, 4.0f); + //SetItemTooltip("When io.ConfigDpiScaleFonts is set, this value is automatically overwritten."); + //EndDisabled(); + if ((io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0) + { + BulletText("Warning: Font scaling will NOT be smooth, because\nImGuiBackendFlags_RendererHasTextures is not set!"); + BulletText("For instructions, see:"); + SameLine(); + TextLinkOpenURL("docs/BACKENDS.md", "https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md"); + } + BulletText("Load a nice font for better results!"); + BulletText("Please submit feedback:"); + SameLine(); TextLinkOpenURL("#8465", "https://github.com/ocornut/imgui/issues/8465"); + BulletText("Read FAQ for more details:"); + SameLine(); TextLinkOpenURL("dearimgui.com/faq", "https://www.dearimgui.com/faq/"); + //EndDisabled(); + + SeparatorText("Font List"); + + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + Checkbox("Show font preview", &cfg->ShowFontPreview); + + // Font loaders + if (TreeNode("Loader", "Loader: \'%s\'", atlas->FontLoaderName ? atlas->FontLoaderName : "NULL")) + { + const ImFontLoader* loader_current = atlas->FontLoader; + BeginDisabled(!atlas->RendererHasTextures); +#ifdef IMGUI_ENABLE_STB_TRUETYPE + const ImFontLoader* loader_stbtruetype = ImFontAtlasGetFontLoaderForStbTruetype(); + if (RadioButton("stb_truetype", loader_current == loader_stbtruetype)) + atlas->SetFontLoader(loader_stbtruetype); +#else + BeginDisabled(); + RadioButton("stb_truetype", false); + SetItemTooltip("Requires #define IMGUI_ENABLE_STB_TRUETYPE"); + EndDisabled(); +#endif + SameLine(); +#ifdef IMGUI_ENABLE_FREETYPE + const ImFontLoader* loader_freetype = ImGuiFreeType::GetFontLoader(); + if (RadioButton("FreeType", loader_current == loader_freetype)) + atlas->SetFontLoader(loader_freetype); + if (loader_current == loader_freetype) + { + unsigned int loader_flags = atlas->FontLoaderFlags; + Text("Shared FreeType Loader Flags: 0x%08X", loader_flags); + if (ImGuiFreeType::DebugEditFontLoaderFlags(&loader_flags)) + { + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontDestroyOutput(atlas, font); + atlas->FontLoaderFlags = loader_flags; + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontInitOutput(atlas, font); + } + } +#else + BeginDisabled(); + RadioButton("FreeType", false); + SetItemTooltip("Requires #define IMGUI_ENABLE_FREETYPE + imgui_freetype.cpp."); + EndDisabled(); +#endif + EndDisabled(); + TreePop(); + } + + // Font list for (ImFont* font : atlas->Fonts) { PushID(font); DebugNodeFont(font); PopID(); } - if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) + + SeparatorText("Font Atlas"); + if (Button("Compact")) + atlas->CompactCache(); + SameLine(); + if (Button("Grow")) + ImFontAtlasTextureGrow(atlas); + SameLine(); + if (Button("Clear All")) + ImFontAtlasBuildClear(atlas); + SetItemTooltip("Destroy cache and custom rectangles."); + + for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++) { - ImGuiContext& g = *GImGui; - ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; - Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons - ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); - ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border); - Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col); + ImTextureData* tex = atlas->TexList[tex_n]; + if (tex_n > 0) + SameLine(); + Text("Tex: %dx%d", tex->Width, tex->Height); + } + const int packed_surface_sqrt = (int)sqrtf((float)atlas->Builder->RectsPackedSurface); + const int discarded_surface_sqrt = (int)sqrtf((float)atlas->Builder->RectsDiscardedSurface); + Text("Packed rects: %d, area: about %d px ~%dx%d px", atlas->Builder->RectsPackedCount, atlas->Builder->RectsPackedSurface, packed_surface_sqrt, packed_surface_sqrt); + Text("incl. Discarded rects: %d, area: about %d px ~%dx%d px", atlas->Builder->RectsDiscardedCount, atlas->Builder->RectsDiscardedSurface, discarded_surface_sqrt, discarded_surface_sqrt); + + ImFontAtlasRectId highlight_r_id = ImFontAtlasRectId_Invalid; + if (TreeNode("Rects Index", "Rects Index (%d)", atlas->Builder->RectsPackedCount)) // <-- Use count of used rectangles + { + PushStyleVar(ImGuiStyleVar_ImageBorderSize, 1.0f); + if (BeginTable("##table", 2, ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_ScrollY, ImVec2(0.0f, GetTextLineHeightWithSpacing() * 12))) + { + for (const ImFontAtlasRectEntry& entry : atlas->Builder->RectsIndex) + if (entry.IsUsed) + { + ImFontAtlasRectId id = ImFontAtlasRectId_Make(atlas->Builder->RectsIndex.index_from_ptr(&entry), entry.Generation); + ImFontAtlasRect r = {}; + atlas->GetCustomRect(id, &r); + const char* buf; + ImFormatStringToTempBuffer(&buf, NULL, "ID:%08X, used:%d, { w:%3d, h:%3d } { x:%4d, y:%4d }", id, entry.IsUsed, r.w, r.h, r.x, r.y); + TableNextColumn(); + Selectable(buf); + if (IsItemHovered()) + highlight_r_id = id; + TableNextColumn(); + Image(atlas->TexRef, ImVec2(r.w, r.h), r.uv0, r.uv1); + } + EndTable(); + } + PopStyleVar(); TreePop(); } + + // Texture list + // (ensure the last texture always use the same ID, so we can keep it open neatly) + ImFontAtlasRect highlight_r; + if (highlight_r_id != ImFontAtlasRectId_Invalid) + atlas->GetCustomRect(highlight_r_id, &highlight_r); + for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++) + { + if (tex_n == atlas->TexList.Size - 1) + SetNextItemOpen(true, ImGuiCond_Once); + DebugNodeTexture(atlas->TexList[tex_n], atlas->TexList.Size - 1 - tex_n, (highlight_r_id != ImFontAtlasRectId_Invalid) ? &highlight_r : NULL); + } +} + +void ImGui::DebugNodeTexture(ImTextureData* tex, int int_id, const ImFontAtlasRect* highlight_rect) +{ + ImGuiContext& g = *GImGui; + PushID(int_id); + if (TreeNode("", "Texture #%03d (%dx%d pixels)", tex->UniqueID, tex->Width, tex->Height)) + { + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + Checkbox("Show used rect", &cfg->ShowTextureUsedRect); + PushStyleVar(ImGuiStyleVar_ImageBorderSize, ImMax(1.0f, g.Style.ImageBorderSize)); + ImVec2 p = GetCursorScreenPos(); + if (tex->WantDestroyNextFrame) + Dummy(ImVec2((float)tex->Width, (float)tex->Height)); + else + ImageWithBg(tex->GetTexRef(), ImVec2((float)tex->Width, (float)tex->Height), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); + if (cfg->ShowTextureUsedRect) + GetWindowDrawList()->AddRect(ImVec2(p.x + tex->UsedRect.x, p.y + tex->UsedRect.y), ImVec2(p.x + tex->UsedRect.x + tex->UsedRect.w, p.y + tex->UsedRect.y + tex->UsedRect.h), IM_COL32(255, 0, 255, 255)); + if (highlight_rect != NULL) + { + ImRect r_outer(p.x, p.y, p.x + tex->Width, p.y + tex->Height); + ImRect r_inner(p.x + highlight_rect->x, p.y + highlight_rect->y, p.x + highlight_rect->x + highlight_rect->w, p.y + highlight_rect->y + highlight_rect->h); + RenderRectFilledWithHole(GetWindowDrawList(), r_outer, r_inner, IM_COL32(0, 0, 0, 100), 0.0f); + GetWindowDrawList()->AddRect(r_inner.Min - ImVec2(1, 1), r_inner.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255)); + } + PopStyleVar(); + + char texref_desc[30]; + Text("Status = %s (%d), Format = %s (%d), UseColors = %d", ImTextureDataGetStatusName(tex->Status), tex->Status, ImTextureDataGetFormatName(tex->Format), tex->Format, tex->UseColors); + Text("TexRef = %s, BackendUserData = %p", FormatTextureRefForDebugDisplay(texref_desc, IM_COUNTOF(texref_desc), tex->GetTexRef()), tex->BackendUserData); + TreePop(); + } + PopID(); } void ImGui::ShowMetricsWindow(bool* p_open) @@ -19279,8 +22293,8 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; if (cfg->ShowDebugLog) ShowDebugLogWindow(&cfg->ShowDebugLog); - if (cfg->ShowStackTool) - ShowStackToolWindow(&cfg->ShowStackTool); + if (cfg->ShowIDStackTool) + ShowIDStackToolWindow(&cfg->ShowIDStackTool); if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1) { @@ -19288,11 +22302,19 @@ void ImGui::ShowMetricsWindow(bool* p_open) return; } + // [DEBUG] Clear debug breaks hooks after exactly one cycle. + DebugBreakClearData(); + // Basic info - Text("Dear ImGui %s", GetVersion()); + Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + if (g.ContextName[0] != 0) + { + SameLine(); + Text("(Context Name: \"%s\")", g.ContextName); + } Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); - Text("%d visible windows, %d active allocations", io.MetricsRenderWindows, io.MetricsActiveAllocations); + Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount); //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; } Separator(); @@ -19321,8 +22343,8 @@ void ImGui::ShowMetricsWindow(bool* p_open) else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); } else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); } else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; } - else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } // Note: y1/y2 not always accurate - else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } + else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } // Note: y1/y2 not always accurate + else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); } else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); } IM_ASSERT(0); @@ -19344,37 +22366,31 @@ void ImGui::ShowMetricsWindow(bool* p_open) } }; +#ifdef IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS + TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS is enabled.\nMust disable after use! Otherwise Dear ImGui will run slower.\n"); +#endif + // Tools if (TreeNode("Tools")) { - bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer"); - SameLine(); - MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct."); - if (show_encoding_viewer) - { - static char buf[100] = ""; - SetNextItemWidth(-FLT_MIN); - InputText("##Text", buf, IM_ARRAYSIZE(buf)); - if (buf[0] != 0) - DebugTextEncoding(buf); - TreePop(); - } - + // Debug Break features // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. - if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive) - DebugStartItemPicker(); + SeparatorTextEx(0, "Debug breaks", NULL, CalcTextSize("(?)").x + g.Style.SeparatorTextPadding.x); SameLine(); MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); + if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive) + DebugStartItemPicker(); + Checkbox("Show \"Debug Break\" buttons in other sections (io.ConfigDebugIsDebuggerPresent)", &g.IO.ConfigDebugIsDebuggerPresent); + + SeparatorText("Visualize"); - // Stack Tool is your best friend! Checkbox("Show Debug Log", &cfg->ShowDebugLog); SameLine(); MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code."); - // Stack Tool is your best friend! - Checkbox("Show Stack Tool", &cfg->ShowStackTool); + Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool); SameLine(); - MetricsHelpMarker("You can also call ImGui::ShowStackToolWindow() from your code."); + MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code."); Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder); Checkbox("Show windows rectangles", &cfg->ShowWindowsRects); @@ -19407,7 +22423,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); if (IsItemHovered()) - GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + GetForegroundDrawList(table->OuterWindow)->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); Indent(); char buf[128]; for (int rect_n = 0; rect_n < TRT_Count; rect_n++) @@ -19419,29 +22435,44 @@ void ImGui::ShowMetricsWindow(bool* p_open) for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImRect r = Funcs::GetTableRect(table, rect_n, column_n); - ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]); + ImFormatString(buf, IM_COUNTOF(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]); Selectable(buf); if (IsItemHovered()) - GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + GetForegroundDrawList(table->OuterWindow)->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); } } else { ImRect r = Funcs::GetTableRect(table, rect_n, -1); - ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]); + ImFormatString(buf, IM_COUNTOF(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]); Selectable(buf); if (IsItemHovered()) - GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + GetForegroundDrawList(table->OuterWindow)->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); } } Unindent(); } } + Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data + + SeparatorText("Validate"); Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop); SameLine(); MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running."); + Checkbox("UTF-8 Encoding viewer", &cfg->ShowTextEncodingViewer); + SameLine(); + MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct."); + if (cfg->ShowTextEncodingViewer) + { + static char buf[64] = ""; + SetNextItemWidth(-FLT_MIN); + InputText("##DebugTextEncodingBuf", buf, IM_COUNTOF(buf)); + if (buf[0] != 0) + DebugTextEncoding(buf); + } + TreePop(); } @@ -19493,10 +22524,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) // Viewports if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) { - Indent(GetTreeNodeToLabelSpacing()); - RenderViewportsThumbnails(); - Unindent(GetTreeNodeToLabelSpacing()); - + cfg->HighlightMonitorIdx = -1; bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size); SameLine(); MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors."); @@ -19504,15 +22532,22 @@ void ImGui::ShowMetricsWindow(bool* p_open) { for (int i = 0; i < g.PlatformIO.Monitors.Size; i++) { - const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i]; - BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)", - i, mon.DpiScale * 100.0f, - mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y, - mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y); + DebugNodePlatformMonitor(&g.PlatformIO.Monitors[i], "Monitor", i); + if (IsItemHovered()) + cfg->HighlightMonitorIdx = i; } + DebugNodePlatformMonitor(&g.FallbackMonitor, "Fallback", 0); TreePop(); } + SetNextItemOpen(true, ImGuiCond_Once); + if (TreeNode("Windows Minimap")) + { + RenderViewportsThumbnails(); + TreePop(); + } + cfg->HighlightViewportID = 0; + BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); if (TreeNode("Inferred Z order (front-to-back)")) { @@ -19522,17 +22557,30 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (viewports.Size > 1) ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount); for (ImGuiViewportP* viewport : viewports) + { BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->LastFocusedStampCount, (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A", viewport->Window ? viewport->Window->Name : "N/A"); + if (IsItemHovered()) + cfg->HighlightViewportID = viewport->ID; + } TreePop(); } + for (ImGuiViewportP* viewport : g.Viewports) DebugNodeViewport(viewport); TreePop(); } + // Details for Fonts + for (ImFontAtlas* atlas : g.FontAtlases) + if (TreeNode((void*)atlas, "Fonts (%d), Textures (%d)", atlas->Fonts.Size, atlas->TexList.Size)) + { + ShowFontAtlas(atlas); + TreePop(); + } + // Details for Popups if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) { @@ -19540,9 +22588,9 @@ void ImGui::ShowMetricsWindow(bool* p_open) { // As it's difficult to interact with tree nodes while popups are open, we display everything inline. ImGuiWindow* window = popup_data.Window; - BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'", + BulletText("PopupID: %08x, Window: '%s' (%s%s), RestoreNavWindow '%s', ParentWindow '%s'", popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "", - popup_data.BackupNavWindow ? popup_data.BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL"); + popup_data.RestoreNavWindow ? popup_data.RestoreNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL"); } TreePop(); } @@ -19569,14 +22617,6 @@ void ImGui::ShowMetricsWindow(bool* p_open) TreePop(); } - // Details for Fonts - ImFontAtlas* atlas = g.IO.Fonts; - if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) - { - ShowFontAtlas(atlas); - TreePop(); - } - // Details for InputText if (TreeNode("InputText")) { @@ -19591,6 +22631,17 @@ void ImGui::ShowMetricsWindow(bool* p_open) TreePop(); } + // Details for MultiSelect + if (TreeNode("MultiSelect", "MultiSelect (%d)", g.MultiSelectStorage.GetAliveCount())) + { + ImGuiBoxSelectState* bs = &g.BoxSelectState; + BulletText("BoxSelect ID=0x%08X, Starting = %d, Active %d", bs->ID, bs->IsStarting, bs->IsActive); + for (int n = 0; n < g.MultiSelectStorage.GetMapSize(); n++) + if (ImGuiMultiSelectState* state = g.MultiSelectStorage.TryGetMapData(n)) + DebugNodeMultiSelectState(state); + TreePop(); + } + // Details for Docking #ifdef IMGUI_HAS_DOCK if (TreeNode("Docking")) @@ -19682,23 +22733,38 @@ void ImGui::ShowMetricsWindow(bool* p_open) TreePop(); } + // Settings + if (TreeNode("Memory allocations")) + { + ImGuiDebugAllocInfo* info = &g.DebugAllocInfo; + Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount); + Text("Releasing selected unused buffers after: %.2f secs", g.IO.ConfigMemoryCompactTimer); + if (SmallButton("GC now")) { g.GcCompactAll = true; } + Text("Recent frames with allocations:"); + int buf_size = IM_COUNTOF(info->LastEntriesBuf); + for (int n = buf_size - 1; n >= 0; n--) + { + ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size]; + BulletText("Frame %06d: %+3d ( %2d alloc, %2d free )", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount); + if (n == 0) + { + SameLine(); + Text("<- %d frames ago", g.FrameCount - entry->FrameCount); + } + } + TreePop(); + } + if (TreeNode("Inputs")) { Text("KEYBOARD/GAMEPAD/MOUSE KEYS"); { - // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends. // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. Indent(); -#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO - struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; -#else - struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array - //Text("Legacy raw:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } } -#endif - Text("Keys down:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); } - Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } - Text("Keys released:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } - Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + Text("Keys down:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); } + Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys released:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "Ctrl " : "", io.KeyShift ? "Shift " : "", io.KeyAlt ? "Alt " : "", io.KeySuper ? "Super " : ""); Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. DebugRenderKeyboardPreview(GetWindowDrawList()); Unindent(); @@ -19712,7 +22778,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) else Text("Mouse pos: "); Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); - int count = IM_ARRAYSIZE(io.MouseDown); + int count = IM_COUNTOF(io.MouseDown); Text("Mouse down:"); for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); } Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); } @@ -19735,41 +22801,44 @@ void ImGui::ShowMetricsWindow(bool* p_open) Text("KEY OWNERS"); { Indent(); - if (BeginListBox("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6))) - { + if (BeginChild("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings)) for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); - if (owner_data->OwnerCurr == ImGuiKeyOwner_None) + if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner) continue; Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr, owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : ""); DebugLocateItemOnHover(owner_data->OwnerCurr); } - EndListBox(); - } + EndChild(); Unindent(); } Text("SHORTCUT ROUTING"); + SameLine(); + MetricsHelpMarker("Declared shortcut routes automatically set key owner when mods matches."); { Indent(); - if (BeginListBox("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6))) - { + if (BeginChild("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings)) for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; ) { - char key_chord_name[64]; ImGuiKeyRoutingData* routing_data = &rt->Entries[idx]; - GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name)); - Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr); + ImGuiKeyChord key_chord = key | routing_data->Mods; + Text("%s: 0x%08X (scored %d)", GetKeyChordName(key_chord), routing_data->RoutingCurr, routing_data->RoutingCurrScore); DebugLocateItemOnHover(routing_data->RoutingCurr); + if (g.IO.ConfigDebugIsDebuggerPresent) + { + SameLine(); + if (DebugBreakButton("**DebugBreak**", "in SetShortcutRouting() for this KeyChord")) + g.DebugBreakInShortcutRouting = key_chord; + } idx = routing_data->NextEntryIndex; } } - EndListBox(); - } + EndChild(); Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); Unindent(); } @@ -19810,8 +22879,16 @@ void ImGui::ShowMetricsWindow(bool* p_open) Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId); Text("NavActivateFlags: %04X", g.NavActivateFlags); - Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); + Text("NavCursorVisible: %d, NavHighlightItemUnderNav: %d", g.NavCursorVisible, g.NavHighlightItemUnderNav); Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); + Text("NavFocusRoute[] = "); + for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--) + { + const ImGuiFocusScopeData& focus_scope = g.NavFocusRoute[path_n]; + SameLine(0.0f, 0.0f); + Text("0x%08X/", focus_scope.ID); + SetItemTooltip("In window \"%s\"", FindWindowByID(focus_scope.WindowID)->Name); + } Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); Unindent(); @@ -19834,7 +22911,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow)) { char buf[32]; - ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); + ImFormatString(buf, IM_COUNTOF(buf), "%d", window->BeginOrderWithinContext); float font_size = GetFontSize(); draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf); @@ -19877,10 +22954,10 @@ void ImGui::ShowMetricsWindow(bool* p_open) char* p = buf; ImGuiDockNode* node = g.DebugHoveredDockNode; ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); - p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : ""); - p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId); - p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y); - p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y); + p += ImFormatString(p, buf + IM_COUNTOF(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : ""); + p += ImFormatString(p, buf + IM_COUNTOF(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId); + p += ImFormatString(p, buf + IM_COUNTOF(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y); + p += ImFormatString(p, buf + IM_COUNTOF(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y); int depth = DockNodeGetDepth(node); overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255)); ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth; @@ -19892,6 +22969,64 @@ void ImGui::ShowMetricsWindow(bool* p_open) End(); } +void ImGui::DebugBreakClearData() +{ + // Those fields are scattered in their respective subsystem to stay in hot-data locations + ImGuiContext& g = *GImGui; + g.DebugBreakInWindow = 0; + g.DebugBreakInTable = 0; + g.DebugBreakInShortcutRouting = ImGuiKey_None; +} + +void ImGui::DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location) +{ + if (!BeginItemTooltip()) + return; + Text("To call IM_DEBUG_BREAK() %s:", description_of_location); + Separator(); + TextUnformatted(keyboard_only ? "- Press 'Pause/Break' on keyboard." : "- Press 'Pause/Break' on keyboard.\n- or Click (may alter focus/active id).\n- or navigate using keyboard and press space."); + Separator(); + TextUnformatted("Choose one way that doesn't interfere with what you are trying to debug!\nYou need a debugger attached or this will crash!"); + EndTooltip(); +} + +// Special button that doesn't take focus, doesn't take input owner, and can be activated without a click etc. +// In order to reduce interferences with the contents we are trying to debug into. +bool ImGui::DebugBreakButton(const char* label, const char* description_of_location) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 pos = window->DC.CursorPos + ImVec2(0.0f, window->DC.CurrLineTextBaseOffset); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x * 2.0f, label_size.y); + + const ImRect bb(pos, pos + size); + ItemSize(size, 0.0f); + if (!ItemAdd(bb, id)) + return false; + + // WE DO NOT USE ButtonEx() or ButtonBehavior() in order to reduce our side-effects. + bool hovered = ItemHoverable(bb, id, g.CurrentItemFlags); + bool pressed = hovered && (IsKeyChordPressed(g.DebugBreakKeyChord) || IsMouseClicked(0) || g.NavActivateId == id); + DebugBreakButtonTooltip(false, description_of_location); + + ImVec4 col4f = GetStyleColorVec4(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImVec4 hsv; + ColorConvertRGBtoHSV(col4f.x, col4f.y, col4f.z, hsv.x, hsv.y, hsv.z); + ColorConvertHSVtoRGB(hsv.x + 0.20f, hsv.y, hsv.z, col4f.x, col4f.y, col4f.z); + + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, GetColorU32(col4f), true, g.Style.FrameRounding); + RenderTextClipped(bb.Min, bb.Max, label, NULL, &label_size, g.Style.ButtonTextAlign, &bb); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + // [DEBUG] Display contents of Columns void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) { @@ -19918,6 +23053,7 @@ static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* labe CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar); CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton); CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton); + CheckboxFlags("DockedWindowsInFocusRoute", p_flags, ImGuiDockNodeFlags_DockedWindowsInFocusRoute); CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); // Multiple flags CheckboxFlags("NoDockingSplit", p_flags, ImGuiDockNodeFlags_NoDockingSplit); CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther); @@ -20025,10 +23161,11 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, con continue; } + char texid_desc[30]; + FormatTextureRefForDebugDisplay(texid_desc, IM_COUNTOF(texid_desc), pcmd->TexRef); char buf[300]; - ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", - pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId, - pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + ImFormatString(buf, IM_COUNTOF(buf), "DrawCmd:%5d tris, Tex %s, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount / 3, texid_desc, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list) DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes); @@ -20049,7 +23186,7 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, con } // Display vertex information summary. Hover to get all triangles drawn in wire-frame - ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); + ImFormatString(buf, IM_COUNTOF(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); Selectable(buf); if (IsItemHovered() && fg_draw_list) DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false); @@ -20060,7 +23197,7 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, con while (clipper.Step()) for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++) { - char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf); + char* buf_p = buf, * buf_end = buf + IM_COUNTOF(buf); ImVec2 triangle[3]; for (int n = 0; n < 3; n++, idx_i++) { @@ -20108,104 +23245,232 @@ void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, co // Draw bounding boxes if (show_aabb) { - out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU - out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles + out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU + out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles } out_draw_list->Flags = backup_flags; } +// [DEBUG] Compute mask of inputs with the same codepoint. +static int CalcFontGlyphSrcOverlapMask(ImFontAtlas* atlas, ImFont* font, unsigned int codepoint) +{ + int mask = 0, count = 0; + for (int src_n = 0; src_n < font->Sources.Size; src_n++) + { + ImFontConfig* src = font->Sources[src_n]; + if (!(src->FontLoader ? src->FontLoader : atlas->FontLoader)->FontSrcContainsGlyph(atlas, src, (ImWchar)codepoint)) + continue; + mask |= (1 << src_n); + count++; + } + return count > 1 ? mask : 0; +} + // [DEBUG] Display details for a single font, called by ShowStyleEditor(). void ImGui::DebugNodeFont(ImFont* font) { - bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)", - font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount); - SameLine(); - if (SmallButton("Set as default")) - GetIO().FontDefault = font; - if (!opened) - return; + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + ImFontAtlas* atlas = font->OwnerAtlas; + bool opened = TreeNode(font, "Font: \"%s\": %d sources(s)", font->GetDebugName(), font->Sources.Size); // Display preview text - PushFont(font); - Text("The quick brown fox jumps over the lazy dog"); - PopFont(); + if (!opened) + Indent(); + Indent(); + if (cfg->ShowFontPreview) + { + PushFont(font, 0.0f); + Text("The quick brown fox jumps over the lazy dog"); + PopFont(); + } + if (!opened) + { + Unindent(); + Unindent(); + return; + } + if (SmallButton("Set as default")) + GetIO().FontDefault = font; + SameLine(); + BeginDisabled(atlas->Fonts.Size <= 1 || atlas->Locked); + if (SmallButton("Remove")) + atlas->RemoveFont(font); + EndDisabled(); + SameLine(); + if (SmallButton("Clear bakes")) + ImFontAtlasFontDiscardBakes(atlas, font, 0); + SameLine(); + if (SmallButton("Clear unused")) + ImFontAtlasFontDiscardBakes(atlas, font, 2); // Display details +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS SetNextItemWidth(GetFontSize() * 8); DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); - SameLine(); MetricsHelpMarker( - "Note than the default embedded font is NOT meant to be scaled.\n\n" + /*SameLine(); MetricsHelpMarker( + "Note that the default embedded font is NOT meant to be scaled.\n\n" "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " "You may oversample them to get some flexibility with scaling. " "You can also render at multiple sizes and select which one to use at runtime.\n\n" - "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)"); - Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); + "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");*/ +#endif + char c_str[5]; - Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar); - Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar); - const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface); - Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt); - for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) - if (font->ConfigData) - if (const ImFontConfig* cfg = &font->ConfigData[config_i]) - BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", - config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y); + ImTextCharToUtf8(c_str, font->FallbackChar); + Text("Fallback character: '%s' (U+%04X)", c_str, font->FallbackChar); + ImTextCharToUtf8(c_str, font->EllipsisChar); + Text("Ellipsis character: '%s' (U+%04X)", c_str, font->EllipsisChar); - // Display all glyphs of the fonts in separate pages of 256 characters - if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) + for (int src_n = 0; src_n < font->Sources.Size; src_n++) { - ImDrawList* draw_list = GetWindowDrawList(); - const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); - const float cell_size = font->FontSize * 1; - const float cell_spacing = GetStyle().ItemSpacing.y; - for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + ImFontConfig* src = font->Sources[src_n]; + if (TreeNode(src, "Input %d: \'%s\' [%d], Oversample: %d,%d, PixelSnapH: %d, Offset: (%.1f,%.1f)", + src_n, src->Name, src->FontNo, src->OversampleH, src->OversampleV, src->PixelSnapH, src->GlyphOffset.x, src->GlyphOffset.y)) { - // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) - // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT - // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) - if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095)) - { - base += 4096 - 256; - continue; - } + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + Text("Loader: '%s'", loader->Name ? loader->Name : "N/A"); - int count = 0; - for (unsigned int n = 0; n < 256; n++) - if (font->FindGlyphNoFallback((ImWchar)(base + n))) - count++; - if (count <= 0) - continue; - if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) - continue; - - // Draw a 16x16 grid of glyphs - ImVec2 base_pos = GetCursorScreenPos(); - for (unsigned int n = 0; n < 256; n++) + //if (DragFloat("ExtraSizeScale", &src->ExtraSizeScale, 0.01f, 0.10f, 2.0f)) + // ImFontAtlasFontRebuildOutput(atlas, font); +#ifdef IMGUI_ENABLE_FREETYPE + if (loader->Name != NULL && strcmp(loader->Name, "FreeType") == 0) { - // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions - // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. - ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); - ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); - const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); - draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); - if (!glyph) - continue; - font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); - if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip()) + unsigned int loader_flags = src->FontLoaderFlags; + Text("FreeType Loader Flags: 0x%08X", loader_flags); + if (ImGuiFreeType::DebugEditFontLoaderFlags(&loader_flags)) { - DebugNodeFontGlyph(font, glyph); - EndTooltip(); + ImFontAtlasFontDestroyOutput(atlas, font); + src->FontLoaderFlags = loader_flags; + ImFontAtlasFontInitOutput(atlas, font); } } - Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); +#endif TreePop(); } + } + if (font->Sources.Size > 1 && TreeNode("Input Glyphs Overlap Detection Tool")) + { + TextWrapped("- First Input that contains the glyph is used.\n" + "- Use ImFontConfig::GlyphExcludeRanges[] to specify ranges to ignore glyph in given Input.\n- Prefer using a small number of ranges as the list is scanned every time a new glyph is loaded,\n - e.g. GlyphExcludeRanges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };\n- This tool doesn't cache results and is slow, don't keep it open!"); + if (BeginTable("table", 2)) + { + for (unsigned int c = 0; c < 0x10000; c++) + if (int overlap_mask = CalcFontGlyphSrcOverlapMask(atlas, font, c)) + { + unsigned int c_end = c + 1; + while (c_end < 0x10000 && CalcFontGlyphSrcOverlapMask(atlas, font, c_end) == overlap_mask) + c_end++; + if (TableNextColumn() && TreeNode((void*)(intptr_t)c, "U+%04X-U+%04X: %d codepoints in %d inputs", c, c_end - 1, c_end - c, ImCountSetBits(overlap_mask))) + { + char utf8_buf[5]; + for (unsigned int n = c; n < c_end; n++) + { + ImTextCharToUtf8(utf8_buf, n); + BulletText("Codepoint U+%04X (%s)", n, utf8_buf); + } + TreePop(); + } + TableNextColumn(); + for (int src_n = 0; src_n < font->Sources.Size; src_n++) + if (overlap_mask & (1 << src_n)) + { + Text("%d ", src_n); + SameLine(); + } + c = c_end - 1; + } + EndTable(); + } TreePop(); } + + // Display all glyphs of the fonts in separate pages of 256 characters + for (int baked_n = 0; baked_n < atlas->Builder->BakedPool.Size; baked_n++) + { + ImFontBaked* baked = &atlas->Builder->BakedPool[baked_n]; + if (baked->OwnerFont != font) + continue; + PushID(baked->BakedId); + if (TreeNode("Glyphs", "Baked at { %.2fpx, d.%.2f }: %d glyphs%s", baked->Size, baked->RasterizerDensity, baked->Glyphs.Size, (baked->LastUsedFrame < atlas->Builder->FrameCount - 1) ? " *Unused*" : "")) + { + if (SmallButton("Load all")) + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base++) + baked->FindGlyph((ImWchar)base); + + const int surface_sqrt = (int)ImSqrt((float)baked->MetricsTotalSurface); + Text("Ascent: %f, Descent: %f, Ascent-Descent: %f", baked->Ascent, baked->Descent, baked->Ascent - baked->Descent); + Text("Texture Area: about %d px ~%dx%d px", baked->MetricsTotalSurface, surface_sqrt, surface_sqrt); + for (int src_n = 0; src_n < font->Sources.Size; src_n++) + { + ImFontConfig* src = font->Sources[src_n]; + int oversample_h, oversample_v; + ImFontAtlasBuildGetOversampleFactors(src, baked, &oversample_h, &oversample_v); + BulletText("Input %d: \'%s\', Oversample: (%d=>%d,%d=>%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", + src_n, src->Name, src->OversampleH, oversample_h, src->OversampleV, oversample_v, src->PixelSnapH, src->GlyphOffset.x, src->GlyphOffset.y); + } + + DebugNodeFontGlyphsForSrcMask(font, baked, ~0); + TreePop(); + } + PopID(); + } TreePop(); + Unindent(); } -void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph) +void ImGui::DebugNodeFontGlyphsForSrcMask(ImFont* font, ImFontBaked* baked, int src_mask) +{ + ImDrawList* draw_list = GetWindowDrawList(); + const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); + const float cell_size = baked->Size * 1; + const float cell_spacing = GetStyle().ItemSpacing.y; + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + { + // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) + // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT + // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) + if (!(base & 8191) && font->IsGlyphRangeUnused(base, base + 8191)) + { + base += 8192 - 256; + continue; + } + + int count = 0; + for (unsigned int n = 0; n < 256; n++) + if (const ImFontGlyph* glyph = baked->IsGlyphLoaded((ImWchar)(base + n)) ? baked->FindGlyph((ImWchar)(base + n)) : NULL) + if (src_mask & (1 << glyph->SourceIdx)) + count++; + if (count <= 0) + continue; + if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) + continue; + + // Draw a 16x16 grid of glyphs + ImVec2 base_pos = GetCursorScreenPos(); + for (unsigned int n = 0; n < 256; n++) + { + // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions + // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); + const ImFontGlyph* glyph = baked->IsGlyphLoaded((ImWchar)(base + n)) ? baked->FindGlyph((ImWchar)(base + n)) : NULL; + draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); + if (!glyph || (src_mask & (1 << glyph->SourceIdx)) == 0) + continue; + font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); + if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip()) + { + DebugNodeFontGlyph(font, glyph); + EndTooltip(); + } + } + Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); + TreePop(); + } +} + +void ImGui::DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph) { Text("Codepoint: U+%04X", glyph->Codepoint); Separator(); @@ -20213,6 +23478,12 @@ void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph) Text("AdvanceX: %.1f", glyph->AdvanceX); Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); + if (glyph->PackId >= 0) + { + ImTextureRect* r = ImFontAtlasPackGetRect(font->OwnerAtlas, glyph->PackId); + Text("PackId: 0x%X (%dx%d rect at %d,%d)", glyph->PackId, r->w, r->h, r->x, r->y); + } + Text("SourceIdx: %d", glyph->SourceIdx); } // [DEBUG] Display contents of ImGuiStorage @@ -20220,8 +23491,11 @@ void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label) { if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes())) return; - for (const ImGuiStorage::ImGuiStoragePair& p : storage->Data) + for (const ImGuiStoragePair& p : storage->Data) + { BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. + DebugLocateItemOnHover(p.key); + } TreePop(); } @@ -20231,7 +23505,7 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. char buf[256]; char* p = buf; - const char* buf_end = buf + IM_ARRAYSIZE(buf); + const char* buf_end = buf + IM_COUNTOF(buf); const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2); p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) @@ -20245,7 +23519,7 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) if (!is_active) { PopStyleColor(); } if (is_active && IsItemHovered()) { - ImDrawList* draw_list = GetForegroundDrawList(); + ImDrawList* draw_list = GetForegroundDrawList(tab_bar->Window); draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255)); draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); @@ -20268,13 +23542,18 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) { + ImGuiContext& g = *GImGui; SetNextItemOpen(true, ImGuiCond_Once); - if (TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A")) + bool open = TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"); + if (IsItemHovered()) + g.DebugMetricsConfig.HighlightViewportID = viewport->ID; + if (open) { ImGuiWindowFlags flags = viewport->Flags; - BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%", + BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nFrameBufferScale: (%.2f,%.2f)\nWorkArea Inset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%", viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, - viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y, + viewport->FramebufferScale.x, viewport->FramebufferScale.y, + viewport->WorkInsetMin.x, viewport->WorkInsetMin.y, viewport->WorkInsetMax.x, viewport->WorkInsetMax.y, viewport->PlatformMonitor, viewport->DpiScale * 100.0f); if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } } BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags, @@ -20298,6 +23577,14 @@ void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) } } +void ImGui::DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx) +{ + BulletText("%s %d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)", + label, idx, monitor->DpiScale * 100.0f, + monitor->MainPos.x, monitor->MainPos.y, monitor->MainPos.x + monitor->MainSize.x, monitor->MainPos.y + monitor->MainSize.y, monitor->MainSize.x, monitor->MainSize.y, + monitor->WorkPos.x, monitor->WorkPos.y, monitor->WorkPos.x + monitor->WorkSize.x, monitor->WorkPos.y + monitor->WorkSize.y, monitor->WorkSize.x, monitor->WorkSize.y); +} + void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) { if (window == NULL) @@ -20320,6 +23607,9 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) if (window->MemoryCompacted) TextDisabled("Note: some memory buffers have been compacted/freed."); + if (g.IO.ConfigDebugIsDebuggerPresent && DebugBreakButton("**DebugBreak**", "in Begin()")) + g.DebugBreakInWindow = window->ID; + ImGuiWindowFlags flags = window->Flags; DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList"); BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y); @@ -20327,6 +23617,12 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); + if (flags & ImGuiWindowFlags_ChildWindow) + BulletText("ChildFlags: 0x%08X (%s%s%s%s..)", window->ChildFlags, + (window->ChildFlags & ImGuiChildFlags_Borders) ? "Borders " : "", + (window->ChildFlags & ImGuiChildFlags_ResizeX) ? "ResizeX " : "", + (window->ChildFlags & ImGuiChildFlags_ResizeY) ? "ResizeY " : "", + (window->ChildFlags & ImGuiChildFlags_NavFlattened) ? "NavFlattened " : ""); BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId); BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); @@ -20334,7 +23630,7 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) { ImRect r = window->NavRectRel[layer]; - if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y) + if (r.Min.x >= r.Max.x && r.Min.y >= r.Max.y) BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]); else BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y); @@ -20342,7 +23638,7 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) } const ImVec2* pr = window->NavPreferredScoringPosRel; for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) - BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater. + BulletText("NavPreferredScoringPosRel[%d] = (%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater. BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y); @@ -20351,10 +23647,11 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) if (window->DockNode || window->DockNodeAsHost) DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode"); - if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } + if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); } - if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } - if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } + if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } + if (window->ParentWindowForFocusRoute != NULL) { DebugNodeWindow(window->ParentWindowForFocusRoute, "ParentWindowForFocusRoute"); } + if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) { for (ImGuiOldColumns& columns : window->ColumnsStorage) @@ -20397,12 +23694,12 @@ void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int wi if (window->ParentWindowInBeginStack != parent_in_begin_stack) continue; char buf[20]; - ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext); + ImFormatString(buf, IM_COUNTOF(buf), "[%04d] Window", window->BeginOrderWithinContext); //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name); DebugNodeWindow(window, buf); - Indent(); + TreePush(buf); DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window); - Unindent(); + TreePop(); } } @@ -20422,21 +23719,71 @@ void ImGui::DebugLogV(const char* fmt, va_list args) { ImGuiContext& g = *GImGui; const int old_size = g.DebugLogBuf.size(); - g.DebugLogBuf.appendf("[%05d] ", g.FrameCount); + if (g.ContextName[0] != 0) + g.DebugLogBuf.appendf("[%s] [%05d] ", g.ContextName, g.FrameCount); + else + g.DebugLogBuf.appendf("[%05d] ", g.FrameCount); g.DebugLogBuf.appendfv(fmt, args); g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size()); + + const char* str = g.DebugLogBuf.begin() + old_size; if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY) - IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size); -#ifdef IMGUI_ENABLE_TEST_ENGINE - if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine) - IMGUI_TEST_ENGINE_LOG("%s", g.DebugLogBuf.begin() + old_size); + IMGUI_DEBUG_PRINTF("%s", str); +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToDebugger) + { + ::OutputDebugStringA("[imgui] "); + ::OutputDebugStringA(str); + } #endif +#ifdef IMGUI_ENABLE_TEST_ENGINE + // IMGUI_TEST_ENGINE_LOG() adds a trailing \n automatically + const int new_size = g.DebugLogBuf.size(); + const bool trailing_carriage_return = (g.DebugLogBuf[new_size - 1] == '\n'); + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine) + IMGUI_TEST_ENGINE_LOG("%.*s", new_size - old_size - (trailing_carriage_return ? 1 : 0), str); +#endif +} + +// FIXME-LAYOUT: To be done automatically via layout mode once we rework ItemSize/ItemAdd into ItemLayout. +static void SameLineOrWrap(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 pos(window->DC.CursorPosPrevLine.x + g.Style.ItemSpacing.x, window->DC.CursorPosPrevLine.y); + if (window->WorkRect.Contains(ImRect(pos, pos + size))) + ImGui::SameLine(); +} + +static void ShowDebugLogFlag(const char* name, ImGuiDebugLogFlags flags) +{ + ImGuiContext& g = *GImGui; + ImVec2 size(ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x + ImGui::CalcTextSize(name).x, ImGui::GetFrameHeight()); + SameLineOrWrap(size); // FIXME-LAYOUT: To be done automatically once we rework ItemSize/ItemAdd into ItemLayout. + + bool highlight_errors = (flags == ImGuiDebugLogFlags_EventError && g.DebugLogSkippedErrors > 0); + if (highlight_errors) + ImGui::PushStyleColor(ImGuiCol_Text, ImLerp(g.Style.Colors[ImGuiCol_Text], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.30f)); + if (ImGui::CheckboxFlags(name, &g.DebugLogFlags, flags) && g.IO.KeyShift && (g.DebugLogFlags & flags) != 0) + { + g.DebugLogAutoDisableFrames = 2; + g.DebugLogAutoDisableFlags |= flags; + } + if (highlight_errors) + { + ImGui::PopStyleColor(); + ImGui::SetItemTooltip("%d past errors skipped.", g.DebugLogSkippedErrors); + } + else + { + ImGui::SetItemTooltip("Hold Shift when clicking to enable for 2 frames only (useful for spammy log entries)"); + } } void ImGui::ShowDebugLogWindow(bool* p_open) { ImGuiContext& g = *GImGui; - if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)) + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0) SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver); if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1) { @@ -20444,50 +23791,60 @@ void ImGui::ShowDebugLogWindow(bool* p_open) return; } - CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_); - SameLine(); CheckboxFlags("ActiveId", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId); - SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus); - SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup); - SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav); - SameLine(); if (CheckboxFlags("Clipper", &g.DebugLogFlags, ImGuiDebugLogFlags_EventClipper)) { g.DebugLogClipperAutoDisableFrames = 2; } if (IsItemHovered()) SetTooltip("Clipper log auto-disabled after 2 frames"); - //SameLine(); CheckboxFlags("Selection", &g.DebugLogFlags, ImGuiDebugLogFlags_EventSelection); - SameLine(); CheckboxFlags("IO", &g.DebugLogFlags, ImGuiDebugLogFlags_EventIO); - SameLine(); CheckboxFlags("Docking", &g.DebugLogFlags, ImGuiDebugLogFlags_EventDocking); - SameLine(); CheckboxFlags("Viewport", &g.DebugLogFlags, ImGuiDebugLogFlags_EventViewport); + ImGuiDebugLogFlags all_enable_flags = ImGuiDebugLogFlags_EventMask_ & ~ImGuiDebugLogFlags_EventInputRouting; + CheckboxFlags("All", &g.DebugLogFlags, all_enable_flags); + SetItemTooltip("(except InputRouting which is spammy)"); + + ShowDebugLogFlag("Errors", ImGuiDebugLogFlags_EventError); + ShowDebugLogFlag("ActiveId", ImGuiDebugLogFlags_EventActiveId); + ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper); + ShowDebugLogFlag("Docking", ImGuiDebugLogFlags_EventDocking); + ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus); + ShowDebugLogFlag("IO", ImGuiDebugLogFlags_EventIO); + ShowDebugLogFlag("Font", ImGuiDebugLogFlags_EventFont); + ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav); + ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup); + ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection); + ShowDebugLogFlag("Viewport", ImGuiDebugLogFlags_EventViewport); + ShowDebugLogFlag("InputRouting", ImGuiDebugLogFlags_EventInputRouting); if (SmallButton("Clear")) { g.DebugLogBuf.clear(); g.DebugLogIndex.clear(); + g.DebugLogSkippedErrors = 0; } SameLine(); if (SmallButton("Copy")) SetClipboardText(g.DebugLogBuf.c_str()); - BeginChild("##log", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + SameLine(); + if (SmallButton("Configure Outputs..")) + OpenPopup("Outputs"); + if (BeginPopup("Outputs")) + { + CheckboxFlags("OutputToTTY", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTTY); + CheckboxFlags("OutputToDebugger", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToDebugger); +#ifndef IMGUI_ENABLE_TEST_ENGINE + BeginDisabled(); +#endif + CheckboxFlags("OutputToTestEngine", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTestEngine); +#ifndef IMGUI_ENABLE_TEST_ENGINE + EndDisabled(); +#endif + EndPopup(); + } + + BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + + const ImGuiDebugLogFlags backup_log_flags = g.DebugLogFlags; + g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper; ImGuiListClipper clipper; clipper.Begin(g.DebugLogIndex.size()); while (clipper.Step()) for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) - { - const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no); - const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no); - TextUnformatted(line_begin, line_end); - ImRect text_rect = g.LastItemData.Rect; - if (IsItemHovered()) - for (const char* p = line_begin; p <= line_end - 10; p++) - { - ImGuiID id = 0; - if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1) - continue; - ImVec2 p0 = CalcTextSize(line_begin, p); - ImVec2 p1 = CalcTextSize(p, p + 10); - g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y)); - if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true)) - DebugLocateItemOnHover(id); - p += 10; - } - } + DebugTextUnformattedWithLocateItem(g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no), g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no)); + g.DebugLogFlags = backup_log_flags; if (GetScrollY() >= GetScrollMaxY()) SetScrollHereY(1.0f); EndChild(); @@ -20495,8 +23852,30 @@ void ImGui::ShowDebugLogWindow(bool* p_open) End(); } +// Display line, search for 0xXXXXXXXX identifiers and call DebugLocateItemOnHover() when hovered. +void ImGui::DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end) +{ + TextUnformatted(line_begin, line_end); + if (!IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + return; + ImGuiContext& g = *GImGui; + ImRect text_rect = g.LastItemData.Rect; + for (const char* p = line_begin; p <= line_end - 10; p++) + { + ImGuiID id = 0; + if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1 || ImCharIsXdigitA(p[10])) + continue; + ImVec2 p0 = CalcTextSize(line_begin, p); + ImVec2 p1 = CalcTextSize(p, p + 10); + g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y)); + if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true)) + DebugLocateItemOnHover(id); + p += 10; + } +} + //----------------------------------------------------------------------------- -// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) //----------------------------------------------------------------------------- // Draw a small cross at current CursorPos in current window's DrawList @@ -20538,8 +23917,10 @@ void ImGui::DebugLocateItem(ImGuiID target_id) ImGuiContext& g = *GImGui; g.DebugLocateId = target_id; g.DebugLocateFrames = 2; + g.DebugBreakInLocateId = false; } +// FIXME: Doesn't work over through a modal window, because they clear HoveredWindow. void ImGui::DebugLocateItemOnHover(ImGuiID target_id) { if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup)) @@ -20547,11 +23928,24 @@ void ImGui::DebugLocateItemOnHover(ImGuiID target_id) ImGuiContext& g = *GImGui; DebugLocateItem(target_id); GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR); + + // Can't easily use a context menu here because it will mess with focus, active id etc. + if (g.IO.ConfigDebugIsDebuggerPresent && g.MouseStationaryTimer > 1.0f) + { + DebugBreakButtonTooltip(false, "in ItemAdd()"); + if (IsKeyChordPressed(g.DebugBreakKeyChord)) + g.DebugBreakInLocateId = true; + } } void ImGui::DebugLocateItemResolveWithLastItem() { ImGuiContext& g = *GImGui; + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInLocateId) + IM_DEBUG_BREAK(); + ImGuiLastItemData item_data = g.LastItemData; g.DebugLocateId = 0; ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow); @@ -20563,6 +23957,12 @@ void ImGui::DebugLocateItemResolveWithLastItem() draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR); } +void ImGui::DebugStartItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerActive = true; +} + // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. void ImGui::UpdateDebugToolItemPicker() { @@ -20597,181 +23997,217 @@ void ImGui::UpdateDebugToolItemPicker() EndTooltip(); } -// [DEBUG] Stack Tool: update queries. Called by NewFrame() -void ImGui::UpdateDebugToolStackQueries() +// Update queries. The steps are: -1: query Stack, >= 0: query each stack item +// We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time +static ImGuiID DebugItemPathQuery_UpdateAndGetHookId(ImGuiDebugItemPathQuery* query, ImGuiID id) { - ImGuiContext& g = *GImGui; - ImGuiStackTool* tool = &g.DebugStackTool; - - // Clear hook when stack tool is not visible - g.DebugHookIdInfo = 0; - if (g.FrameCount != tool->LastActiveFrame + 1) - return; - - // Update queries. The steps are: -1: query Stack, >= 0: query each stack item - // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time - const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId; - if (tool->QueryId != query_id) + // Update query. Clear hook when no active query + if (query->MainID != id) { - tool->QueryId = query_id; - tool->StackLevel = -1; - tool->Results.resize(0); + query->MainID = id; + query->Step = -1; + query->Complete = false; + query->Results.resize(0); + query->ResultsDescBuf.resize(0); } - if (query_id == 0) - return; + query->Active = false; + if (id == 0) + return 0; // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result) - int stack_level = tool->StackLevel; - if (stack_level >= 0 && stack_level < tool->Results.Size) - if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2) - tool->StackLevel++; + if (query->Step >= 0 && query->Step < query->Results.Size) + if (query->Results[query->Step].QuerySuccess || query->Results[query->Step].QueryFrameCount > 2) + query->Step++; - // Update hook - stack_level = tool->StackLevel; - if (stack_level == -1) - g.DebugHookIdInfo = query_id; - if (stack_level >= 0 && stack_level < tool->Results.Size) + // Update status and hook + query->Complete = (query->Step == query->Results.Size); + if (query->Step == -1) { - g.DebugHookIdInfo = tool->Results[stack_level].ID; - tool->Results[stack_level].QueryFrameCount++; + query->Active = true; + return id; } + else if (query->Step >= 0 && query->Step < query->Results.Size) + { + query->Results[query->Step].QueryFrameCount++; + query->Active = true; + return query->Results[query->Step].ID; + } + return 0; } -// [DEBUG] Stack tool: hooks called by GetID() family functions +// [DEBUG] ID Stack Tool: update query. Called by NewFrame() +void ImGui::UpdateDebugToolItemPathQuery() +{ + ImGuiContext& g = *GImGui; + ImGuiID id = 0; + if (g.DebugIDStackTool.LastActiveFrame + 1 == g.FrameCount) + id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId; + g.DebugHookIdInfoId = DebugItemPathQuery_UpdateAndGetHookId(&g.DebugItemPathQuery, id); +} + +// [DEBUG] ID Stack tool: hooks called by GetID() family functions void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiStackTool* tool = &g.DebugStackTool; - - // Step 0: stack query - // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget. - if (tool->StackLevel == -1) + ImGuiDebugItemPathQuery* query = &g.DebugItemPathQuery; + if (query->Active == false) { - tool->StackLevel++; - tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo()); + IM_ASSERT(id == 0); + return; + } + ImGuiWindow* window = g.CurrentWindow; + + // Step -1: stack query + // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget. + if (query->Step == -1) + { + IM_ASSERT(query->Results.Size == 0); + query->Step++; + query->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo()); for (int n = 0; n < window->IDStack.Size + 1; n++) - tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id; + query->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id; return; } - // Step 1+: query for individual level - IM_ASSERT(tool->StackLevel >= 0); - if (tool->StackLevel != window->IDStack.Size) + // Step 0+: query for individual level + IM_ASSERT(query->Step >= 0); + if (query->Step != window->IDStack.Size) return; - ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel]; + ImGuiStackLevelInfo* info = &query->Results[query->Step]; IM_ASSERT(info->ID == id && info->QueryFrameCount > 0); - switch (data_type) + if (info->DescOffset == -1) { - case ImGuiDataType_S32: - ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id); - break; - case ImGuiDataType_String: - ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id); - break; - case ImGuiDataType_Pointer: - ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id); - break; - case ImGuiDataType_ID: - if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. - return; - ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id); - break; - default: - IM_ASSERT(0); + const char* result = NULL; + const char* result_end = NULL; + switch (data_type) + { + case ImGuiDataType_S32: + ImFormatStringToTempBuffer(&result, &result_end, "%d", (int)(intptr_t)data_id); + break; + case ImGuiDataType_String: + ImFormatStringToTempBuffer(&result, &result_end, "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)ImStrlen((const char*)data_id), (const char*)data_id); + break; + case ImGuiDataType_Pointer: + ImFormatStringToTempBuffer(&result, &result_end, "(void*)0x%p", data_id); + break; + case ImGuiDataType_ID: + // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. + ImFormatStringToTempBuffer(&result, &result_end, "0x%08X [override]", id); + break; + default: + IM_ASSERT(0); + } + info->DescOffset = query->ResultsDescBuf.size(); + query->ResultsDescBuf.append(result, result_end + 1); // Include zero terminator } info->QuerySuccess = true; - info->DataType = data_type; + if (info->DataType == -1) + info->DataType = (ImS8)data_type; } -static int StackToolFormatLevelInfo(ImGuiStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size) +static int DebugItemPathQuery_FormatLevelInfo(ImGuiDebugItemPathQuery* query, int n, bool format_for_ui, char* buf, size_t buf_size) { - ImGuiStackLevelInfo* info = &tool->Results[n]; - ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL; - if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) - return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name); - if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) - return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc); - if (tool->StackLevel < tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. + ImGuiStackLevelInfo* info = &query->Results[n]; + ImGuiWindow* window = (info->DescOffset == -1 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL; + if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) + return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", ImHashSkipUncontributingPrefix(window->Name)); + if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) + return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", ImHashSkipUncontributingPrefix(&query->ResultsDescBuf.Buf[info->DescOffset])); + if (query->Step < query->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. return (*buf = 0); #ifdef IMGUI_ENABLE_TEST_ENGINE - if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo() - return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label); + if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo() + return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", ImHashSkipUncontributingPrefix(label)); #endif return ImFormatString(buf, buf_size, "???"); } -// Stack Tool: Display UI -void ImGui::ShowStackToolWindow(bool* p_open) +static const char* DebugItemPathQuery_GetResultAsPath(ImGuiDebugItemPathQuery* query, bool hex_encode_non_ascii_chars) +{ + ImGuiTextBuffer* buf = &query->ResultPathBuf; + buf->resize(0); + for (int stack_n = 0; stack_n < query->Results.Size; stack_n++) + { + char level_desc[256]; + DebugItemPathQuery_FormatLevelInfo(query, stack_n, false, level_desc, IM_COUNTOF(level_desc)); + buf->append(stack_n == 0 ? "//" : "/"); + for (const char* p = level_desc; *p != 0; ) + { + unsigned int c; + const char* p_next = p + ImTextCharFromUtf8(&c, p, NULL); + if (c == '/') + buf->append("\\"); + if (c < 256 || !hex_encode_non_ascii_chars) + buf->append(p, p_next); + else for (; p < p_next; p++) + buf->appendf("\\x%02x", (unsigned char)*p); + p = p_next; + } + } + return buf->c_str(); +} + +// ID Stack Tool: Display UI +void ImGui::ShowIDStackToolWindow(bool* p_open) { ImGuiContext& g = *GImGui; - if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)) + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0) SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver); - if (!Begin("Dear ImGui Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) + if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) { End(); return; } - // Display hovered/active status - ImGuiStackTool* tool = &g.DebugStackTool; - const ImGuiID hovered_id = g.HoveredIdPreviousFrame; - const ImGuiID active_id = g.ActiveId; -#ifdef IMGUI_ENABLE_TEST_ENGINE - Text("HoveredId: 0x%08X (\"%s\"), ActiveId: 0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : ""); -#else - Text("HoveredId: 0x%08X, ActiveId: 0x%08X", hovered_id, active_id); -#endif + ImGuiDebugItemPathQuery* query = &g.DebugItemPathQuery; + ImGuiIDStackTool* tool = &g.DebugIDStackTool; + tool->LastActiveFrame = g.FrameCount; + const char* result_path = DebugItemPathQuery_GetResultAsPath(query, tool->OptHexEncodeNonAsciiChars); + Text("0x%08X", query->MainID); SameLine(); MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details."); - // CTRL+C to copy path + // Ctrl+C to copy path const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime; - Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC); + PushStyleVarY(ImGuiStyleVar_FramePadding, 0.0f); + Checkbox("Hex-encode non-ASCII", &tool->OptHexEncodeNonAsciiChars); + SameLine(); + Checkbox("Ctrl+C: copy path", &tool->OptCopyToClipboardOnCtrlC); + PopStyleVar(); SameLine(); TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*"); - if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C)) + if (tool->OptCopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused)) { tool->CopyToClipboardLastTime = (float)g.Time; - char* p = g.TempBuffer.Data; - char* p_end = p + g.TempBuffer.Size; - for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++) - { - *p++ = '/'; - char level_desc[256]; - StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc)); - for (int n = 0; level_desc[n] && p + 2 < p_end; n++) - { - if (level_desc[n] == '/') - *p++ = '\\'; - *p++ = level_desc[n]; - } - } - *p = '\0'; - SetClipboardText(g.TempBuffer.Data); + SetClipboardText(result_path); } + Text("- Path \"%s\"", query->Complete ? result_path : ""); +#ifdef IMGUI_ENABLE_TEST_ENGINE + Text("- Label \"%s\"", query->MainID ? ImGuiTestEngine_FindItemDebugLabel(&g, query->MainID) : ""); +#endif + Separator(); + // Display decorated stack - tool->LastActiveFrame = g.FrameCount; - if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) + if (query->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) { const float id_width = CalcTextSize("0xDDDDDDDD").x; TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width); TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch); TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width); TableHeadersRow(); - for (int n = 0; n < tool->Results.Size; n++) + for (int n = 0; n < query->Results.Size; n++) { - ImGuiStackLevelInfo* info = &tool->Results[n]; + ImGuiStackLevelInfo* info = &query->Results[n]; TableNextColumn(); - Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0); + Text("0x%08X", (n > 0) ? query->Results[n - 1].ID : 0); TableNextColumn(); - StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size); + DebugItemPathQuery_FormatLevelInfo(query, n, true, g.TempBuffer.Data, g.TempBuffer.Size); TextUnformatted(g.TempBuffer.Data); TableNextColumn(); Text("0x%08X", info->ID); - if (n == tool->Results.Size - 1) + if (n == query->Results.Size - 1) TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header)); } EndTable(); @@ -20787,6 +24223,7 @@ void ImGui::DebugNodeColumns(ImGuiOldColumns*) {} void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {} void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {} void ImGui::DebugNodeFont(ImFont*) {} +void ImGui::DebugNodeFontGlyphsForSrcMask(ImFont*, ImFontBaked*, int) {} void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {} void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {} void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {} @@ -20794,16 +24231,47 @@ void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {} void ImGui::DebugNodeWindowsList(ImVector*, const char*) {} void ImGui::DebugNodeViewport(ImGuiViewportP*) {} -void ImGui::DebugLog(const char*, ...) {} -void ImGui::DebugLogV(const char*, va_list) {} void ImGui::ShowDebugLogWindow(bool*) {} -void ImGui::ShowStackToolWindow(bool*) {} +void ImGui::ShowIDStackToolWindow(bool*) {} +void ImGui::DebugStartItemPicker() {} void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {} -void ImGui::UpdateDebugToolItemPicker() {} -void ImGui::UpdateDebugToolStackQueries() {} #endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS +#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) || !defined(IMGUI_DISABLE_DEBUG_TOOLS) +// Demo helper function to select among loaded fonts. +// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one. +void ImGui::ShowFontSelector(const char* label) +{ + ImGuiIO& io = GetIO(); + ImFont* font_current = GetFont(); + if (BeginCombo(label, font_current->GetDebugName())) + { + for (ImFont* font : io.Fonts->Fonts) + { + PushID((void*)font); + if (Selectable(font->GetDebugName(), font == font_current, ImGuiSelectableFlags_SelectOnNav)) + io.FontDefault = font; + if (font == font_current) + SetItemDefaultFocus(); + PopID(); + } + EndCombo(); + } + SameLine(); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) + MetricsHelpMarker( + "- Load additional fonts with io.Fonts->AddFontXXX() functions.\n" + "- Read FAQ and docs/FONTS.md for more details."); + else + MetricsHelpMarker( + "- Load additional fonts with io.Fonts->AddFontXXX() functions.\n" + "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" + "- Read FAQ and docs/FONTS.md for more details.\n" + "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); +} +#endif // #if !defined(IMGUI_DISABLE_DEMO_WINDOWS) || !defined(IMGUI_DISABLE_DEBUG_TOOLS) + //----------------------------------------------------------------------------- // Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed. diff --git a/thirdparty/imgui_suite/imgui/cpp/imgui_demo.cpp b/thirdparty/imgui_suite/imgui/cpp/imgui_demo.cpp index 51be2777ef..4f53cfaf70 100644 --- a/thirdparty/imgui_suite/imgui/cpp/imgui_demo.cpp +++ b/thirdparty/imgui_suite/imgui/cpp/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90 WIP +// dear imgui, v1.92.8 WIP // (demo code) // Help: @@ -7,9 +7,14 @@ // - Need help integrating Dear ImGui in your codebase? // - Read Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started // - Read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. -// Read imgui.cpp for more details, documentation and comments. +// Read top of imgui.cpp and imgui.h for many details, documentation, comments, links. // Get the latest version at https://github.com/ocornut/imgui +// How to easily locate code? +// - Use Tools->Item Picker to debug break in code by clicking any widgets: https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Browse pthom's online imgui_explorer: web version the demo w/ source code browser: https://pthom.github.io/imgui_explorer +// - Find a visible string and search for it in the code! + //--------------------------------------------------- // PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT! //--------------------------------------------------- @@ -54,8 +59,10 @@ // Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp. // Navigating this file: -// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. +// - You can search/grep for all sections listed in the index to find the section. /* @@ -64,12 +71,38 @@ Index of this file: // [SECTION] Forward Declarations // [SECTION] Helpers // [SECTION] Demo Window / ShowDemoWindow() -// - ShowDemoWindow() -// - sub section: ShowDemoWindowWidgets() -// - sub section: ShowDemoWindowLayout() -// - sub section: ShowDemoWindowPopups() -// - sub section: ShowDemoWindowTables() -// - sub section: ShowDemoWindowInputs() +// [SECTION] DemoWindowMenuBar() +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) +// [SECTION] DemoWindowWidgetsBasic() +// [SECTION] DemoWindowWidgetsBullets() +// [SECTION] DemoWindowWidgetsCollapsingHeaders() +// [SECTION] DemoWindowWidgetsComboBoxes() +// [SECTION] DemoWindowWidgetsColorAndPickers() +// [SECTION] DemoWindowWidgetsDataTypes() +// [SECTION] DemoWindowWidgetsDisableBlocks() +// [SECTION] DemoWindowWidgetsDragAndDrop() +// [SECTION] DemoWindowWidgetsDragsAndSliders() +// [SECTION] DemoWindowWidgetsFonts() +// [SECTION] DemoWindowWidgetsImages() +// [SECTION] DemoWindowWidgetsListBoxes() +// [SECTION] DemoWindowWidgetsMultiComponents() +// [SECTION] DemoWindowWidgetsPlotting() +// [SECTION] DemoWindowWidgetsProgressBars() +// [SECTION] DemoWindowWidgetsQueryingStatuses() +// [SECTION] DemoWindowWidgetsSelectables() +// [SECTION] DemoWindowWidgetsSelectionAndMultiSelect() +// [SECTION] DemoWindowWidgetsTabs() +// [SECTION] DemoWindowWidgetsText() +// [SECTION] DemoWindowWidgetsTextFilter() +// [SECTION] DemoWindowWidgetsTextInput() +// [SECTION] DemoWindowWidgetsTooltips() +// [SECTION] DemoWindowWidgetsTreeNodes() +// [SECTION] DemoWindowWidgetsVerticalSliders() +// [SECTION] DemoWindowWidgets() +// [SECTION] DemoWindowLayout() +// [SECTION] DemoWindowPopups() +// [SECTION] DemoWindowTables() +// [SECTION] DemoWindowInputs() // [SECTION] About Window / ShowAboutWindow() // [SECTION] Style Editor / ShowStyleEditor() // [SECTION] User Guide / ShowUserGuide() @@ -87,6 +120,7 @@ Index of this file: // [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() // [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() // [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() */ @@ -107,6 +141,9 @@ Index of this file: #if !defined(_MSC_VER) || _MSC_VER >= 1800 #include // PRId64/PRIu64, not avail in some MinGW headers. #endif +#ifdef __EMSCRIPTEN__ +#include // __EMSCRIPTEN_MAJOR__ etc. +#endif // Visual Studio warnings #ifdef _MSC_VER @@ -124,6 +161,7 @@ Index of this file: #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used in demo code (so user can copy & paste the code) #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type +#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int' #pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal #pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. #pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. @@ -131,13 +169,19 @@ Index of this file: #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label #elif defined(__GNUC__) -#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind -#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size -#pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure) -#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function -#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value -#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure) +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers #endif // Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!) @@ -172,7 +216,8 @@ Index of this file: #define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B)) #define IM_CLAMP(V, MN, MX) ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V)) -// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall +// Enforce cdecl calling convention for functions called by the standard library, +// in case compilation settings changed the default to e.g. __vectorcall #ifndef IMGUI_CDECL #ifdef _MSC_VER #define IMGUI_CDECL __cdecl @@ -182,20 +227,22 @@ Index of this file: #endif //----------------------------------------------------------------------------- -// [SECTION] Forward Declarations, Helpers +// [SECTION] Forward Declarations //----------------------------------------------------------------------------- #if !defined(IMGUI_DISABLE_DEMO_WINDOWS) // Forward Declarations +struct ImGuiDemoWindowData; static void ShowExampleAppMainMenuBar(); +static void ShowExampleAppAssetsBrowser(bool* p_open); static void ShowExampleAppConsole(bool* p_open); static void ShowExampleAppCustomRendering(bool* p_open); static void ShowExampleAppDockSpace(bool* p_open); static void ShowExampleAppDocuments(bool* p_open); static void ShowExampleAppLog(bool* p_open); static void ShowExampleAppLayout(bool* p_open); -static void ShowExampleAppPropertyEditor(bool* p_open); +static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data); static void ShowExampleAppSimpleOverlay(bool* p_open); static void ShowExampleAppAutoResize(bool* p_open); static void ShowExampleAppConstrainedResize(bool* p_open); @@ -205,13 +252,19 @@ static void ShowExampleAppWindowTitles(bool* p_open); static void ShowExampleMenuFile(); // We split the contents of the big ShowDemoWindow() function into smaller functions -// (because the link time of very large functions grow non-linearly) -static void ShowDemoWindowWidgets(); -static void ShowDemoWindowLayout(); -static void ShowDemoWindowPopups(); -static void ShowDemoWindowTables(); -static void ShowDemoWindowColumns(); -static void ShowDemoWindowInputs(); +// (because the link time of very large functions tends to grow non-linearly) +static void DemoWindowMenuBar(ImGuiDemoWindowData* demo_data); +static void DemoWindowWidgets(ImGuiDemoWindowData* demo_data); +static void DemoWindowLayout(); +static void DemoWindowPopups(); +static void DemoWindowTables(); +static void DemoWindowColumns(); +static void DemoWindowInputs(); + +// Helper tree functions used by Property Editor & Multi-Select demos +struct ExampleTreeNode; +static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent); +static void ExampleTree_DestroyNode(ExampleTreeNode* node); //----------------------------------------------------------------------------- // [SECTION] Helpers @@ -241,25 +294,56 @@ static void ShowDockingDisabledMessage() io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; } -// Helper to wire demo markers located in code to an interactive browser -typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data); -extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback; -extern void* GImGuiDemoMarkerCallbackUserData; -ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = NULL; -void* GImGuiDemoMarkerCallbackUserData = NULL; -#define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0) +// Helper to wire demo markers located in code to an interactive browser (e.g. https://pthom.github.io/imgui_explorer) +#if IMGUI_VERSION_NUM >= 19263 +namespace ImGui { extern IMGUI_API void DemoMarker(const char* file, int line, const char* section); } +#define IMGUI_DEMO_MARKER(section) do { ImGui::DemoMarker("imgui_demo.cpp", __LINE__, section); } while (0) +#endif + +// Sneakily forward declare functions which aren't worth putting in public API yet +namespace ImGui +{ + IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); + IMGUI_API void TreeNodeSetOpen(ImGuiID storage_id, bool is_open); +} //----------------------------------------------------------------------------- // [SECTION] Demo Window / ShowDemoWindow() //----------------------------------------------------------------------------- -// - ShowDemoWindow() -// - ShowDemoWindowWidgets() -// - ShowDemoWindowLayout() -// - ShowDemoWindowPopups() -// - ShowDemoWindowTables() -// - ShowDemoWindowColumns() -// - ShowDemoWindowInputs() -//----------------------------------------------------------------------------- + +// Data to be shared across different functions of the demo. +struct ImGuiDemoWindowData +{ + // Examples Apps (accessible from the "Examples" menu) + bool ShowMainMenuBar = false; + bool ShowAppAssetsBrowser = false; + bool ShowAppConsole = false; + bool ShowAppCustomRendering = false; + bool ShowAppDocuments = false; + bool ShowAppDockSpace = false; + bool ShowAppLog = false; + bool ShowAppLayout = false; + bool ShowAppPropertyEditor = false; + bool ShowAppSimpleOverlay = false; + bool ShowAppAutoResize = false; + bool ShowAppConstrainedResize = false; + bool ShowAppFullscreen = false; + bool ShowAppLongText = false; + bool ShowAppWindowTitles = false; + + // Dear ImGui Tools (accessible from the "Tools" menu) + bool ShowMetrics = false; + bool ShowDebugLog = false; + bool ShowIDStackTool = false; + bool ShowStyleEditor = false; + bool ShowAbout = false; + + // Other data + bool DisableSections = false; + ExampleTreeNode* DemoTree = NULL; + + ~ImGuiDemoWindowData() { if (DemoTree) ExampleTree_DestroyNode(DemoTree); } +}; // Demonstrate most Dear ImGui features (this is big function!) // You may execute this function to experiment with the UI and understand what it does. @@ -270,58 +354,40 @@ void ImGui::ShowDemoWindow(bool* p_open) // Most functions would normally just assert/crash if the context is missing. IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing Dear ImGui context. Refer to examples app!"); - // Examples Apps (accessible from the "Examples" menu) - static bool show_app_main_menu_bar = false; - static bool show_app_console = false; - static bool show_app_custom_rendering = false; - static bool show_app_dockspace = false; - static bool show_app_documents = false; - static bool show_app_log = false; - static bool show_app_layout = false; - static bool show_app_property_editor = false; - static bool show_app_simple_overlay = false; - static bool show_app_auto_resize = false; - static bool show_app_constrained_resize = false; - static bool show_app_fullscreen = false; - static bool show_app_long_text = false; - static bool show_app_window_titles = false; + // Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. + IMGUI_CHECKVERSION(); - if (show_app_main_menu_bar) ShowExampleAppMainMenuBar(); - if (show_app_dockspace) ShowExampleAppDockSpace(&show_app_dockspace); // Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) - if (show_app_documents) ShowExampleAppDocuments(&show_app_documents); // Process the Document app next, as it may also use a DockSpace() - if (show_app_console) ShowExampleAppConsole(&show_app_console); - if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering); - if (show_app_log) ShowExampleAppLog(&show_app_log); - if (show_app_layout) ShowExampleAppLayout(&show_app_layout); - if (show_app_property_editor) ShowExampleAppPropertyEditor(&show_app_property_editor); - if (show_app_simple_overlay) ShowExampleAppSimpleOverlay(&show_app_simple_overlay); - if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize); - if (show_app_constrained_resize) ShowExampleAppConstrainedResize(&show_app_constrained_resize); - if (show_app_fullscreen) ShowExampleAppFullscreen(&show_app_fullscreen); - if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text); - if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles); + // Stored data + static ImGuiDemoWindowData demo_data; + + // Examples Apps (accessible from the "Examples" menu) + if (demo_data.ShowMainMenuBar) { ShowExampleAppMainMenuBar(); } + if (demo_data.ShowAppDockSpace) { ShowExampleAppDockSpace(&demo_data.ShowAppDockSpace); } // Important: Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) + if (demo_data.ShowAppDocuments) { ShowExampleAppDocuments(&demo_data.ShowAppDocuments); } // ...process the Document app next, as it may also use a DockSpace() + if (demo_data.ShowAppAssetsBrowser) { ShowExampleAppAssetsBrowser(&demo_data.ShowAppAssetsBrowser); } + if (demo_data.ShowAppConsole) { ShowExampleAppConsole(&demo_data.ShowAppConsole); } + if (demo_data.ShowAppCustomRendering) { ShowExampleAppCustomRendering(&demo_data.ShowAppCustomRendering); } + if (demo_data.ShowAppLog) { ShowExampleAppLog(&demo_data.ShowAppLog); } + if (demo_data.ShowAppLayout) { ShowExampleAppLayout(&demo_data.ShowAppLayout); } + if (demo_data.ShowAppPropertyEditor) { ShowExampleAppPropertyEditor(&demo_data.ShowAppPropertyEditor, &demo_data); } + if (demo_data.ShowAppSimpleOverlay) { ShowExampleAppSimpleOverlay(&demo_data.ShowAppSimpleOverlay); } + if (demo_data.ShowAppAutoResize) { ShowExampleAppAutoResize(&demo_data.ShowAppAutoResize); } + if (demo_data.ShowAppConstrainedResize) { ShowExampleAppConstrainedResize(&demo_data.ShowAppConstrainedResize); } + if (demo_data.ShowAppFullscreen) { ShowExampleAppFullscreen(&demo_data.ShowAppFullscreen); } + if (demo_data.ShowAppLongText) { ShowExampleAppLongText(&demo_data.ShowAppLongText); } + if (demo_data.ShowAppWindowTitles) { ShowExampleAppWindowTitles(&demo_data.ShowAppWindowTitles); } // Dear ImGui Tools (accessible from the "Tools" menu) - static bool show_tool_metrics = false; - static bool show_tool_debug_log = false; - static bool show_tool_stack_tool = false; - static bool show_tool_style_editor = false; - static bool show_tool_about = false; - - if (show_tool_metrics) - ImGui::ShowMetricsWindow(&show_tool_metrics); - if (show_tool_debug_log) - ImGui::ShowDebugLogWindow(&show_tool_debug_log); - if (show_tool_stack_tool) - ImGui::ShowStackToolWindow(&show_tool_stack_tool); - if (show_tool_style_editor) + if (demo_data.ShowMetrics) { ImGui::ShowMetricsWindow(&demo_data.ShowMetrics); } + if (demo_data.ShowDebugLog) { ImGui::ShowDebugLogWindow(&demo_data.ShowDebugLog); } + if (demo_data.ShowIDStackTool) { ImGui::ShowIDStackToolWindow(&demo_data.ShowIDStackTool); } + if (demo_data.ShowAbout) { ImGui::ShowAboutWindow(&demo_data.ShowAbout); } + if (demo_data.ShowStyleEditor) { - ImGui::Begin("Dear ImGui Style Editor", &show_tool_style_editor); + ImGui::Begin("Dear ImGui Style Editor", &demo_data.ShowStyleEditor); ImGui::ShowStyleEditor(); ImGui::End(); } - if (show_tool_about) - ImGui::ShowAboutWindow(&show_tool_about); // Demonstrate the various window flags. Typically you would just use the default! static bool no_titlebar = false; @@ -365,81 +431,45 @@ void ImGui::ShowDemoWindow(bool* p_open) return; } - // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details. - // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align) - //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); - // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets. - ImGui::PushItemWidth(ImGui::GetFontSize() * -12); + // Most framed widgets share a common width settings. Remaining width is used for the label. + // The width of the frame may be changed with PushItemWidth() or SetNextItemWidth(). + // - Positive value for absolute size, negative value for right-alignment. + // - The default value is about GetWindowWidth() * 0.65f. + // - See 'Demo->Layout->Widgets Width' for details. + // Here we change the frame width based on how much width we want to give to the label. + const float label_width_base = ImGui::GetFontSize() * 12; // Some amount of width for label, based on font size. + const float label_width_max = ImGui::GetContentRegionAvail().x * 0.40f; // ...but always leave some room for framed widgets. + const float label_width = IM_MIN(label_width_base, label_width_max); + ImGui::PushItemWidth(-label_width); // Right-align: framed items will leave 'label_width' available for the label. + //ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.40f); // e.g. Use 40% width for framed widgets, leaving 60% width for labels. + //ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.40f); // e.g. Use 40% width for labels, leaving 60% width for framed widgets. + //ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // e.g. Use XXX width for labels, leaving the rest for framed widgets. // Menu Bar - if (ImGui::BeginMenuBar()) - { - if (ImGui::BeginMenu("Menu")) - { - IMGUI_DEMO_MARKER("Menu/File"); - ShowExampleMenuFile(); - ImGui::EndMenu(); - } - if (ImGui::BeginMenu("Examples")) - { - IMGUI_DEMO_MARKER("Menu/Examples"); - ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar); - - ImGui::SeparatorText("Mini apps"); - ImGui::MenuItem("Console", NULL, &show_app_console); - ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering); - ImGui::MenuItem("Dockspace", NULL, &show_app_dockspace); - ImGui::MenuItem("Documents", NULL, &show_app_documents); - ImGui::MenuItem("Log", NULL, &show_app_log); - ImGui::MenuItem("Property editor", NULL, &show_app_property_editor); - ImGui::MenuItem("Simple layout", NULL, &show_app_layout); - ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay); - - ImGui::SeparatorText("Concepts"); - ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize); - ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize); - ImGui::MenuItem("Fullscreen window", NULL, &show_app_fullscreen); - ImGui::MenuItem("Long text display", NULL, &show_app_long_text); - ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles); - - ImGui::EndMenu(); - } - //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar! - if (ImGui::BeginMenu("Tools")) - { - IMGUI_DEMO_MARKER("Menu/Tools"); -#ifndef IMGUI_DISABLE_DEBUG_TOOLS - const bool has_debug_tools = true; -#else - const bool has_debug_tools = false; -#endif - ImGui::MenuItem("Metrics/Debugger", NULL, &show_tool_metrics, has_debug_tools); - ImGui::MenuItem("Debug Log", NULL, &show_tool_debug_log, has_debug_tools); - ImGui::MenuItem("Stack Tool", NULL, &show_tool_stack_tool, has_debug_tools); - ImGui::MenuItem("Style Editor", NULL, &show_tool_style_editor); - ImGui::MenuItem("About Dear ImGui", NULL, &show_tool_about); - ImGui::EndMenu(); - } - ImGui::EndMenuBar(); - } + DemoWindowMenuBar(&demo_data); ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); ImGui::Spacing(); - IMGUI_DEMO_MARKER("Help"); if (ImGui::CollapsingHeader("Help")) { + IMGUI_DEMO_MARKER("Help"); ImGui::SeparatorText("ABOUT THIS DEMO:"); ImGui::BulletText("Sections below are demonstrating many aspects of the library."); ImGui::BulletText("The \"Examples\" menu above leads to more demo contents."); ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n" "and Metrics/Debugger (general purpose Dear ImGui debugging tool)."); + ImGui::BulletText("Web demo (w/ source code browser): "); + ImGui::SameLine(0, 0); + ImGui::TextLinkOpenURL("https://pthom.github.io/imgui_explorer"); ImGui::SeparatorText("PROGRAMMER GUIDE:"); ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!"); ImGui::BulletText("See comments in imgui.cpp."); ImGui::BulletText("See example applications in the examples/ folder."); - ImGui::BulletText("Read the FAQ at https://www.dearimgui.com/faq/"); + ImGui::BulletText("Read the FAQ at "); + ImGui::SameLine(0, 0); + ImGui::TextLinkOpenURL("https://www.dearimgui.com/faq/"); ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); @@ -447,35 +477,59 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::ShowUserGuide(); } - IMGUI_DEMO_MARKER("Configuration"); if (ImGui::CollapsingHeader("Configuration")) { ImGuiIO& io = ImGui::GetIO(); if (ImGui::TreeNode("Configuration##2")) { + IMGUI_DEMO_MARKER("Configuration"); ImGui::SeparatorText("General"); ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); ImGui::SameLine(); HelpMarker("Enable keyboard controls."); ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); ImGui::SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); - ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", &io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos); - ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos."); ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", &io.ConfigFlags, ImGuiConfigFlags_NoMouse); + ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable mouse inputs and interactions."); + + // The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it: if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) { - // The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it: if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f) { ImGui::SameLine(); ImGui::Text("<>"); } - if (ImGui::IsKeyPressed(ImGuiKey_Space)) + // Prevent both being checked + if (ImGui::IsKeyPressed(ImGuiKey_Space) || (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard)) io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse; } - ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); - ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility."); + ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); + ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility."); + ImGui::CheckboxFlags("io.ConfigFlags: NoKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NoKeyboard); + ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable keyboard inputs and interactions."); + + ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue); + ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates."); + ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); + ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); + + ImGui::SeparatorText("Keyboard/Gamepad Navigation"); + ImGui::Checkbox("io.ConfigNavSwapGamepadButtons", &io.ConfigNavSwapGamepadButtons); + ImGui::Checkbox("io.ConfigNavMoveSetMousePos", &io.ConfigNavMoveSetMousePos); + ImGui::SameLine(); HelpMarker("Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult"); + ImGui::Checkbox("io.ConfigNavCaptureKeyboard", &io.ConfigNavCaptureKeyboard); + ImGui::Checkbox("io.ConfigNavEscapeClearFocusItem", &io.ConfigNavEscapeClearFocusItem); + ImGui::SameLine(); HelpMarker("Pressing Escape clears focused item."); + ImGui::Checkbox("io.ConfigNavEscapeClearFocusWindow", &io.ConfigNavEscapeClearFocusWindow); + ImGui::SameLine(); HelpMarker("Pressing Escape clears focused window."); + ImGui::Checkbox("io.ConfigNavCursorVisibleAuto", &io.ConfigNavCursorVisibleAuto); + ImGui::SameLine(); HelpMarker("Using directional navigation key makes the cursor visible. Mouse click hides the cursor."); + ImGui::Checkbox("io.ConfigNavCursorVisibleAlways", &io.ConfigNavCursorVisibleAlways); + ImGui::SameLine(); HelpMarker("Navigation cursor is always visible."); + + ImGui::SeparatorText("Docking"); ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable); ImGui::SameLine(); if (io.ConfigDockingWithShift) @@ -487,6 +541,8 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::Indent(); ImGui::Checkbox("io.ConfigDockingNoSplit", &io.ConfigDockingNoSplit); ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars."); + ImGui::Checkbox("io.ConfigDockingNoDockingOver", &io.ConfigDockingNoDockingOver); + ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows."); ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift); ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)"); ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar); @@ -496,6 +552,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::Unindent(); } + ImGui::SeparatorText("Multi-viewports"); ImGui::CheckboxFlags("io.ConfigFlags: ViewportsEnable", &io.ConfigFlags, ImGuiConfigFlags_ViewportsEnable); ImGui::SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details."); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) @@ -504,37 +561,69 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::Checkbox("io.ConfigViewportsNoAutoMerge", &io.ConfigViewportsNoAutoMerge); ImGui::SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it."); ImGui::Checkbox("io.ConfigViewportsNoTaskBarIcon", &io.ConfigViewportsNoTaskBarIcon); - ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the task bar icon state right away)."); + ImGui::SameLine(); HelpMarker("(note: some platform backends may not reflect a change of this value for existing viewports, and may need the viewport to be recreated)"); ImGui::Checkbox("io.ConfigViewportsNoDecoration", &io.ConfigViewportsNoDecoration); - ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the decoration right away)."); + ImGui::SameLine(); HelpMarker("(note: some platform backends may not reflect a change of this value for existing viewports, and may need the viewport to be recreated)"); ImGui::Checkbox("io.ConfigViewportsNoDefaultParent", &io.ConfigViewportsNoDefaultParent); - ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the parenting right away)."); + ImGui::SameLine(); HelpMarker("(note: some platform backends may not reflect a change of this value for existing viewports, and may need the viewport to be recreated)"); + ImGui::Checkbox("io.ConfigViewportsPlatformFocusSetsImGuiFocus", &io.ConfigViewportsPlatformFocusSetsImGuiFocus); + ImGui::SameLine(); HelpMarker("When a platform window is focused (e.g. using Alt+Tab, clicking Platform Title Bar), apply corresponding focus on imgui windows (may clear focus/active id from imgui windows location in other platform windows). In principle this is better enabled but we provide an opt-out, because some Linux window managers tend to eagerly focus windows (e.g. on mouse hover, or even a simple window pos/size change)."); ImGui::Unindent(); } - ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue); - ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates."); - ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); - ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); + //ImGui::SeparatorText("DPI/Scaling"); + //ImGui::Checkbox("io.ConfigDpiScaleFonts", &io.ConfigDpiScaleFonts); + //ImGui::SameLine(); HelpMarker("Experimental: Automatically update style.FontScaleDpi when Monitor DPI changes. This will scale fonts but NOT style sizes/padding for now."); + //ImGui::Checkbox("io.ConfigDpiScaleViewports", &io.ConfigDpiScaleViewports); + //ImGui::SameLine(); HelpMarker("Experimental: Scale Dear ImGui and Platform Windows when Monitor DPI changes."); + + ImGui::SeparatorText("Windows"); + ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); + ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback."); + ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); + ImGui::Checkbox("io.ConfigWindowsCopyContentsWithCtrlC", &io.ConfigWindowsCopyContentsWithCtrlC); // [EXPERIMENTAL] + ImGui::SameLine(); HelpMarker("*EXPERIMENTAL* Ctrl+C copy the contents of focused window into the clipboard.\n\nExperimental because:\n- (1) has known issues with nested Begin/End pairs.\n- (2) text output quality varies.\n- (3) text output is in submission order rather than spatial order."); + ImGui::Checkbox("io.ConfigScrollbarScrollByPage", &io.ConfigScrollbarScrollByPage); + ImGui::SameLine(); HelpMarker("Enable scrolling page by page when clicking outside the scrollbar grab.\nWhen disabled, always scroll to clicked location.\nWhen enabled, Shift+Click scrolls to clicked location."); ImGui::SeparatorText("Widgets"); ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)."); ImGui::Checkbox("io.ConfigInputTextEnterKeepActive", &io.ConfigInputTextEnterKeepActive); - ImGui::SameLine(); HelpMarker("Pressing Enter will keep item active and select contents (single-line only)."); + ImGui::SameLine(); HelpMarker("Pressing Enter will reactivate item and select all text (single-line only)."); ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText); ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving)."); - ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); - ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback."); - ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); ImGui::Checkbox("io.ConfigMacOSXBehaviors", &io.ConfigMacOSXBehaviors); + ImGui::SameLine(); HelpMarker("Swap Cmd<>Ctrl keys, enable various MacOS style behaviors."); ImGui::Text("Also see Style->Rendering for rendering options."); + // Also read: https://github.com/ocornut/imgui/wiki/Error-Handling + ImGui::SeparatorText("Error Handling"); + + ImGui::Checkbox("io.ConfigErrorRecovery", &io.ConfigErrorRecovery); + ImGui::SameLine(); HelpMarker( + "Options to configure how we handle recoverable errors.\n" + "- Error recovery is not perfect nor guaranteed! It is a feature to ease development.\n" + "- You not are not supposed to rely on it in the course of a normal application run.\n" + "- Possible usage: facilitate recovery from errors triggered from a scripting language or after specific exceptions handlers.\n" + "- Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API call! " + "Otherwise it would severely hinder your ability to catch and correct mistakes!"); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableAssert", &io.ConfigErrorRecoveryEnableAssert); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableDebugLog", &io.ConfigErrorRecoveryEnableDebugLog); + ImGui::Checkbox("io.ConfigErrorRecoveryEnableTooltip", &io.ConfigErrorRecoveryEnableTooltip); + if (!io.ConfigErrorRecoveryEnableAssert && !io.ConfigErrorRecoveryEnableDebugLog && !io.ConfigErrorRecoveryEnableTooltip) + io.ConfigErrorRecoveryEnableAssert = io.ConfigErrorRecoveryEnableDebugLog = io.ConfigErrorRecoveryEnableTooltip = true; + + // Also read: https://github.com/ocornut/imgui/wiki/Debug-Tools ImGui::SeparatorText("Debug"); + ImGui::Checkbox("io.ConfigDebugIsDebuggerPresent", &io.ConfigDebugIsDebuggerPresent); + ImGui::SameLine(); HelpMarker("Enable various tools calling IM_DEBUG_BREAK().\n\nRequires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application."); + ImGui::Checkbox("io.ConfigDebugHighlightIdConflicts", &io.ConfigDebugHighlightIdConflicts); + ImGui::SameLine(); HelpMarker("Highlight and show an error message when multiple items have conflicting identifiers."); ImGui::BeginDisabled(); - ImGui::Checkbox("io.ConfigDebugBeginReturnValueOnce", &io.ConfigDebugBeginReturnValueOnce); // . + ImGui::Checkbox("io.ConfigDebugBeginReturnValueOnce", &io.ConfigDebugBeginReturnValueOnce); ImGui::EndDisabled(); - ImGui::SameLine(); HelpMarker("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover"); + ImGui::SameLine(); HelpMarker("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover."); ImGui::Checkbox("io.ConfigDebugBeginReturnValueLoop", &io.ConfigDebugBeginReturnValueLoop); ImGui::SameLine(); HelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running."); ImGui::Checkbox("io.ConfigDebugIgnoreFocusLoss", &io.ConfigDebugIgnoreFocusLoss); @@ -546,9 +635,9 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::Spacing(); } - IMGUI_DEMO_MARKER("Configuration/Backend Flags"); if (ImGui::TreeNode("Backend Flags")) { + IMGUI_DEMO_MARKER("Configuration/Backend Flags"); HelpMarker( "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n" "Here we expose them as read-only fields to avoid breaking interactions with your backend."); @@ -561,25 +650,29 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos); ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &io.BackendFlags, ImGuiBackendFlags_PlatformHasViewports); ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&io.BackendFlags, ImGuiBackendFlags_HasMouseHoveredViewport); + ImGui::CheckboxFlags("io.BackendFlags: HasParentViewport", &io.BackendFlags, ImGuiBackendFlags_HasParentViewport); ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasTextures", &io.BackendFlags, ImGuiBackendFlags_RendererHasTextures); ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &io.BackendFlags, ImGuiBackendFlags_RendererHasViewports); ImGui::EndDisabled(); + ImGui::TreePop(); ImGui::Spacing(); } - IMGUI_DEMO_MARKER("Configuration/Style"); - if (ImGui::TreeNode("Style")) + if (ImGui::TreeNode("Style, Fonts")) { + IMGUI_DEMO_MARKER("Configuration/Style, Fonts"); + ImGui::Checkbox("Style Editor", &demo_data.ShowStyleEditor); + ImGui::SameLine(); HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function."); - ImGui::ShowStyleEditor(); ImGui::TreePop(); ImGui::Spacing(); } - IMGUI_DEMO_MARKER("Configuration/Capture, Logging"); if (ImGui::TreeNode("Capture/Logging")) { + IMGUI_DEMO_MARKER("Configuration/Capture, Logging"); HelpMarker( "The logging API redirects all text output so you can easily capture the content of " "a window or a block. Tree nodes can be automatically expanded.\n" @@ -597,9 +690,9 @@ void ImGui::ShowDemoWindow(bool* p_open) } } - IMGUI_DEMO_MARKER("Window options"); if (ImGui::CollapsingHeader("Window options")) { + IMGUI_DEMO_MARKER("Window options"); if (ImGui::BeginTable("split", 3)) { ImGui::TableNextColumn(); ImGui::Checkbox("No titlebar", &no_titlebar); @@ -619,30 +712,199 @@ void ImGui::ShowDemoWindow(bool* p_open) } // All demo contents - ShowDemoWindowWidgets(); - ShowDemoWindowLayout(); - ShowDemoWindowPopups(); - ShowDemoWindowTables(); - ShowDemoWindowInputs(); + DemoWindowWidgets(&demo_data); + DemoWindowLayout(); + DemoWindowPopups(); + DemoWindowTables(); + DemoWindowInputs(); // End of ShowDemoWindow() ImGui::PopItemWidth(); ImGui::End(); } -static void ShowDemoWindowWidgets() +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowMenuBar() +//----------------------------------------------------------------------------- + +static void DemoWindowMenuBar(ImGuiDemoWindowData* demo_data) { - IMGUI_DEMO_MARKER("Widgets"); - if (!ImGui::CollapsingHeader("Widgets")) - return; + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + IMGUI_DEMO_MARKER("Menu/File"); + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Examples")) + { + IMGUI_DEMO_MARKER("Menu/Examples"); + ImGui::MenuItem("Main menu bar", NULL, &demo_data->ShowMainMenuBar); - static bool disable_all = false; // The Checkbox for that is inside the "Disabled" section at the bottom - if (disable_all) - ImGui::BeginDisabled(); + ImGui::SeparatorText("Mini apps"); + ImGui::MenuItem("Assets Browser", NULL, &demo_data->ShowAppAssetsBrowser); + ImGui::MenuItem("Console", NULL, &demo_data->ShowAppConsole); + ImGui::MenuItem("Custom rendering", NULL, &demo_data->ShowAppCustomRendering); + ImGui::MenuItem("Documents", NULL, &demo_data->ShowAppDocuments); + ImGui::MenuItem("Dockspace", NULL, &demo_data->ShowAppDockSpace); + ImGui::MenuItem("Log", NULL, &demo_data->ShowAppLog); + ImGui::MenuItem("Property editor", NULL, &demo_data->ShowAppPropertyEditor); + ImGui::MenuItem("Simple layout", NULL, &demo_data->ShowAppLayout); + ImGui::MenuItem("Simple overlay", NULL, &demo_data->ShowAppSimpleOverlay); - IMGUI_DEMO_MARKER("Widgets/Basic"); + ImGui::SeparatorText("Concepts"); + ImGui::MenuItem("Auto-resizing window", NULL, &demo_data->ShowAppAutoResize); + ImGui::MenuItem("Constrained-resizing window", NULL, &demo_data->ShowAppConstrainedResize); + ImGui::MenuItem("Fullscreen window", NULL, &demo_data->ShowAppFullscreen); + ImGui::MenuItem("Long text display", NULL, &demo_data->ShowAppLongText); + ImGui::MenuItem("Manipulating window titles", NULL, &demo_data->ShowAppWindowTitles); + + ImGui::EndMenu(); + } + //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar! + if (ImGui::BeginMenu("Tools")) + { + IMGUI_DEMO_MARKER("Menu/Tools"); + ImGuiIO& io = ImGui::GetIO(); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool has_debug_tools = true; +#else + const bool has_debug_tools = false; +#endif + ImGui::MenuItem("Metrics/Debugger", NULL, &demo_data->ShowMetrics, has_debug_tools); + if (ImGui::BeginMenu("Debug Options")) + { + ImGui::BeginDisabled(!has_debug_tools); + ImGui::Checkbox("Highlight ID Conflicts", &io.ConfigDebugHighlightIdConflicts); + ImGui::EndDisabled(); + ImGui::Checkbox("Assert on error recovery", &io.ConfigErrorRecoveryEnableAssert); + ImGui::TextDisabled("(see Demo->Configuration for details & more)"); + ImGui::EndMenu(); + } + ImGui::MenuItem("Debug Log", NULL, &demo_data->ShowDebugLog, has_debug_tools); + ImGui::MenuItem("ID Stack Tool", NULL, &demo_data->ShowIDStackTool, has_debug_tools); + bool is_debugger_present = io.ConfigDebugIsDebuggerPresent; + if (ImGui::MenuItem("Item Picker", NULL, false, has_debug_tools))// && is_debugger_present)) + ImGui::DebugStartItemPicker(); + if (!is_debugger_present) + ImGui::SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable some extra features to avoid casual users crashing the application."); + ImGui::MenuItem("Style Editor", NULL, &demo_data->ShowStyleEditor); + ImGui::MenuItem("About Dear ImGui", NULL, &demo_data->ShowAbout); + + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) +//----------------------------------------------------------------------------- + +// Simple representation for a tree +// (this is designed to be simple to understand for our demos, not to be fancy or efficient etc.) +struct ExampleTreeNode +{ + // Tree structure + char Name[28] = ""; + int UID = 0; + ExampleTreeNode* Parent = NULL; + ImVector Childs; + int IndexInParent = 0; // Maintaining this allows us to implement linear traversal more easily + + // Leaf Data + bool HasData = false; // All leaves have data + bool DataMyBool = true; + int DataMyInt = 128; + ImVec2 DataMyVec2 = ImVec2(0.0f, 3.141592f); +}; + +// Simple representation of struct metadata/serialization data. +// (this is a minimal version of what a typical advanced application may provide) +struct ExampleMemberInfo +{ + const char* Name; // Member name + ImGuiDataType DataType; // Member type + int DataCount; // Member count (1 when scalar) + int Offset; // Offset inside parent structure +}; + +// Metadata description of ExampleTreeNode struct. +static const ExampleMemberInfo ExampleTreeNodeMemberInfos[] +{ + { "MyName", ImGuiDataType_String, 1, offsetof(ExampleTreeNode, Name) }, + { "MyBool", ImGuiDataType_Bool, 1, offsetof(ExampleTreeNode, DataMyBool) }, + { "MyInt", ImGuiDataType_S32, 1, offsetof(ExampleTreeNode, DataMyInt) }, + { "MyVec2", ImGuiDataType_Float, 2, offsetof(ExampleTreeNode, DataMyVec2) }, +}; + +static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent) +{ + ExampleTreeNode* node = IM_NEW(ExampleTreeNode); + snprintf(node->Name, IM_COUNTOF(node->Name), "%s", name); + node->UID = uid; + node->Parent = parent; + node->IndexInParent = parent ? parent->Childs.Size : 0; + if (parent) + parent->Childs.push_back(node); + return node; +} + +static void ExampleTree_DestroyNode(ExampleTreeNode* node) +{ + for (ExampleTreeNode* child_node : node->Childs) + ExampleTree_DestroyNode(child_node); + IM_DELETE(node); +} + +// Create example tree data +// (warning: this can allocates MANY MANY more times than other code in all of Dear ImGui + demo combined) +// (a real application managing one million nodes would likely store its tree data differently) +static ExampleTreeNode* ExampleTree_CreateDemoTree() +{ + // 20 root nodes -> 211 total nodes, ~261 allocs. + // 1000 root nodes -> ~11K total nodes, ~14K allocs. + // 10000 root nodes -> ~123K total nodes, ~154K allocs. + // 100000 root nodes -> ~1338K total nodes, ~1666K allocs. + const int ROOT_ITEMS_COUNT = 20; + + static const char* category_names[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" }; + const int category_count = IM_COUNTOF(category_names); + const size_t NAME_MAX_LEN = sizeof(ExampleTreeNode::Name); + char name_buf[NAME_MAX_LEN]; + int uid = 0; + ExampleTreeNode* node_L0 = ExampleTree_CreateNode("", ++uid, NULL); + for (int idx_L0 = 0; idx_L0 < ROOT_ITEMS_COUNT; idx_L0++) + { + snprintf(name_buf, IM_COUNTOF(name_buf), "%s %d", category_names[idx_L0 / (ROOT_ITEMS_COUNT / category_count)], idx_L0 % (ROOT_ITEMS_COUNT / category_count)); + ExampleTreeNode* node_L1 = ExampleTree_CreateNode(name_buf, ++uid, node_L0); + const int number_of_childs = (int)strlen(node_L1->Name); + for (int idx_L1 = 0; idx_L1 < number_of_childs; idx_L1++) + { + snprintf(name_buf, IM_COUNTOF(name_buf), "Child %d", idx_L1); + ExampleTreeNode* node_L2 = ExampleTree_CreateNode(name_buf, ++uid, node_L1); + node_L2->HasData = true; + if (idx_L1 == 0) + { + snprintf(name_buf, IM_COUNTOF(name_buf), "Sub-child %d", 0); + ExampleTreeNode* node_L3 = ExampleTree_CreateNode(name_buf, ++uid, node_L2); + node_L3->HasData = true; + } + } + } + return node_L0; +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsBasic() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsBasic() +{ if (ImGui::TreeNode("Basic")) { + IMGUI_DEMO_MARKER("Widgets/Basic"); ImGui::SeparatorText("General"); IMGUI_DEMO_MARKER("Widgets/Basic/Button"); @@ -665,6 +927,9 @@ static void ShowDemoWindowWidgets() ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine(); ImGui::RadioButton("radio c", &e, 2); + ImGui::AlignTextToFramePadding(); + ImGui::TextLinkOpenURL("Hyperlink", "https://github.com/ocornut/imgui/wiki/Error-Handling"); + // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)"); for (int i = 0; i < 7; i++) @@ -691,11 +956,11 @@ static void ShowDemoWindowWidgets() IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)"); static int counter = 0; float spacing = ImGui::GetStyle().ItemInnerSpacing.x; - ImGui::PushButtonRepeat(true); + ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; } ImGui::SameLine(0.0f, spacing); if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; } - ImGui::PopButtonRepeat(); + ImGui::PopItemFlag(); ImGui::SameLine(); ImGui::Text("%d", counter); @@ -707,26 +972,27 @@ static void ShowDemoWindowWidgets() ImGui::SeparatorText("Inputs"); { - // To wire InputText() with std::string or any other custom string type, - // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + // If you want to use InputText() with std::string or any custom dynamic string type: + // - For std::string: use the wrapper in misc/cpp/imgui_stdlib.h/.cpp + // - Otherwise, see the 'Dear ImGui Demo->Widgets->Text Input->Resize Callback' for using ImGuiInputTextFlags_CallbackResize. IMGUI_DEMO_MARKER("Widgets/Basic/InputText"); static char str0[128] = "Hello, world!"; - ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); + ImGui::InputText("input text", str0, IM_COUNTOF(str0)); ImGui::SameLine(); HelpMarker( "USER:\n" - "Hold SHIFT or use mouse to select text.\n" - "CTRL+Left/Right to word jump.\n" - "CTRL+A or Double-Click to select all.\n" - "CTRL+X,CTRL+C,CTRL+V clipboard.\n" - "CTRL+Z,CTRL+Y undo/redo.\n" - "ESCAPE to revert.\n\n" + "Hold Shift or use mouse to select text.\n" + "Ctrl+Left/Right to word jump.\n" + "Ctrl+A or Double-Click to select all.\n" + "Ctrl+X,Ctrl+C,Ctrl+V for clipboard.\n" + "Ctrl+Z to undo, Ctrl+Y/Ctrl+Shift+Z to redo.\n" + "Escape to revert.\n\n" "PROGRAMMER:\n" "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() " "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated " "in imgui_demo.cpp)."); static char str1[128] = ""; - ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1)); + ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_COUNTOF(str1)); IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat"); static int i0 = 123; @@ -752,18 +1018,19 @@ static void ShowDemoWindowWidgets() { IMGUI_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat"); - static int i1 = 50, i2 = 42; + static int i1 = 50, i2 = 42, i3 = 128; ImGui::DragInt("drag int", &i1, 1); ImGui::SameLine(); HelpMarker( "Click and drag to edit value.\n" - "Hold SHIFT/ALT for faster/slower edit.\n" - "Double-click or CTRL+click to input value."); - + "Hold Shift/Alt for faster/slower edit.\n" + "Double-Click or Ctrl+Click to input value."); ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragInt("drag int wrap 100..200", &i3, 1, 100, 200, "%d", ImGuiSliderFlags_WrapAround); static float f1 = 1.00f, f2 = 0.0067f; ImGui::DragFloat("drag float", &f1, 0.005f); ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns"); + //ImGui::DragFloat("drag wrap -1..1", &f3, 0.005f, -1.0f, 1.0f, NULL, ImGuiSliderFlags_WrapAround); } ImGui::SeparatorText("Sliders"); @@ -772,7 +1039,7 @@ static void ShowDemoWindowWidgets() IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat"); static int i1 = 0; ImGui::SliderInt("slider int", &i1, -1, 3); - ImGui::SameLine(); HelpMarker("CTRL+click to input value."); + ImGui::SameLine(); HelpMarker("Ctrl+Click to input value."); static float f1 = 0.123f, f2 = 0.0f; ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); @@ -790,7 +1057,7 @@ static void ShowDemoWindowWidgets() static int elem = Element_Fire; const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown"; - ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); // Use ImGuiSliderFlags_NoInput flag to disable CTRL+Click here. + ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); // Use ImGuiSliderFlags_NoInput flag to disable Ctrl+Click here. ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); } @@ -804,8 +1071,8 @@ static void ShowDemoWindowWidgets() ImGui::SameLine(); HelpMarker( "Click on the color square to open a color picker.\n" "Click and hold to use drag and drop.\n" - "Right-click on the color square to show options.\n" - "CTRL+click on individual component to input value.\n"); + "Right-Click on the color square to show options.\n" + "Ctrl+Click on individual component to input value.\n"); ImGui::ColorEdit4("color 2", col2); } @@ -816,9 +1083,10 @@ static void ShowDemoWindowWidgets() IMGUI_DEMO_MARKER("Widgets/Basic/Combo"); const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" }; static int item_current = 0; - ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items)); + ImGui::Combo("combo", &item_current, items, IM_COUNTOF(items)); ImGui::SameLine(); HelpMarker( - "Using the simplified one-liner Combo API here.\nRefer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API."); + "Using the simplified one-liner Combo API here.\n" + "Refer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API."); } { @@ -827,224 +1095,53 @@ static void ShowDemoWindowWidgets() IMGUI_DEMO_MARKER("Widgets/Basic/ListBox"); const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; static int item_current = 1; - ImGui::ListBox("listbox", &item_current, items, IM_ARRAYSIZE(items), 4); + ImGui::ListBox("listbox", &item_current, items, IM_COUNTOF(items), 4); ImGui::SameLine(); HelpMarker( - "Using the simplified one-liner ListBox API here.\nRefer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API."); + "Using the simplified one-liner ListBox API here.\n" + "Refer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API."); } + // Testing ImGuiOnceUponAFrame helper. + //static ImGuiOnceUponAFrame once; + //for (int i = 0; i < 5; i++) + // if (once) + // ImGui::Text("This will be displayed only once."); + ImGui::TreePop(); } +} - IMGUI_DEMO_MARKER("Widgets/Tooltips"); - if (ImGui::TreeNode("Tooltips")) +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsBullets() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsBullets() +{ + if (ImGui::TreeNode("Bullets")) { - // Tooltips are windows following the mouse. They do not take focus away. - ImGui::SeparatorText("General"); - - // Typical use cases: - // - Short-form (text only): SetItemTooltip("Hello"); - // - Short-form (any contents): if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); } - - // - Full-form (text only): if (IsItemHovered(...)) { SetTooltip("Hello"); } - // - Full-form (any contents): if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); } - - HelpMarker( - "Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n" - "We provide a helper SetItemTooltip() function to perform the two with standards flags."); - - ImVec2 sz = ImVec2(-FLT_MIN, 0.0f); - - ImGui::Button("Basic", sz); - ImGui::SetItemTooltip("I am a tooltip"); - - ImGui::Button("Fancy", sz); - if (ImGui::BeginItemTooltip()) + IMGUI_DEMO_MARKER("Widgets/Bullets"); + ImGui::BulletText("Bullet point 1"); + ImGui::BulletText("Bullet point 2\nOn multiple lines"); + if (ImGui::TreeNode("Tree node")) { - ImGui::Text("I am a fancy tooltip"); - static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; - ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); - ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime())); - ImGui::EndTooltip(); - } - - ImGui::SeparatorText("Always On"); - - // Showcase NOT relying on a IsItemHovered() to emit a tooltip. - // Here the tooltip is always emitted when 'always_on == true'. - static int always_on = 0; - ImGui::RadioButton("Off", &always_on, 0); - ImGui::SameLine(); - ImGui::RadioButton("Always On (Simple)", &always_on, 1); - ImGui::SameLine(); - ImGui::RadioButton("Always On (Advanced)", &always_on, 2); - if (always_on == 1) - ImGui::SetTooltip("I am following you around."); - else if (always_on == 2 && ImGui::BeginTooltip()) - { - ImGui::ProgressBar(sinf((float)ImGui::GetTime()) * 0.5f + 0.5f, ImVec2(ImGui::GetFontSize() * 25, 0.0f)); - ImGui::EndTooltip(); - } - - ImGui::SeparatorText("Custom"); - - HelpMarker( - "Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() is the preferred way to standardize" - "tooltip activation details across your application. You may however decide to use custom" - "flags for a specific tooltip instance."); - - // The following examples are passed for documentation purpose but may not be useful to most users. - // Passing ImGuiHoveredFlags_Tooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from - // 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or gamepad/keyboard is being used. - // With default settings, ImGuiHoveredFlags_Tooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary. - ImGui::Button("Manual", sz); - if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) - ImGui::SetTooltip("I am a manually emitted tooltip."); - - ImGui::Button("DelayNone", sz); - if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNone)) - ImGui::SetTooltip("I am a tooltip with no delay."); - - ImGui::Button("DelayShort", sz); - if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_NoSharedDelay)) - ImGui::SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui::GetStyle().HoverDelayShort); - - ImGui::Button("DelayLong", sz); - if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay)) - ImGui::SetTooltip("I am a tooltip with a long delay (%0.2f sec).", ImGui::GetStyle().HoverDelayNormal); - - ImGui::Button("Stationary", sz); - if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary)) - ImGui::SetTooltip("I am a tooltip requiring mouse to be stationary before activating."); - - // Using ImGuiHoveredFlags_ForTooltip will pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav', - // which default value include the ImGuiHoveredFlags_AllowWhenDisabled flag. - // As a result, Set - ImGui::BeginDisabled(); - ImGui::Button("Disabled item", sz); - ImGui::EndDisabled(); - if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) - ImGui::SetTooltip("I am a a tooltip for a disabled item."); - - ImGui::TreePop(); - } - - // Testing ImGuiOnceUponAFrame helper. - //static ImGuiOnceUponAFrame once; - //for (int i = 0; i < 5; i++) - // if (once) - // ImGui::Text("This will be displayed only once."); - - IMGUI_DEMO_MARKER("Widgets/Trees"); - if (ImGui::TreeNode("Trees")) - { - IMGUI_DEMO_MARKER("Widgets/Trees/Basic trees"); - if (ImGui::TreeNode("Basic trees")) - { - for (int i = 0; i < 5; i++) - { - // Use SetNextItemOpen() so set the default state of a node to be open. We could - // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! - if (i == 0) - ImGui::SetNextItemOpen(true, ImGuiCond_Once); - - if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i)) - { - ImGui::Text("blah blah"); - ImGui::SameLine(); - if (ImGui::SmallButton("button")) {} - ImGui::TreePop(); - } - } - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Trees/Advanced, with Selectable nodes"); - if (ImGui::TreeNode("Advanced, with Selectable nodes")) - { - HelpMarker( - "This is a more typical looking tree with selectable nodes.\n" - "Click to select, CTRL+Click to toggle, click on arrows or double-click to open."); - static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; - static bool align_label_with_current_x_position = false; - static bool test_drag_and_drop = false; - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node."); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth); - ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position); - ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop); - ImGui::Text("Hello!"); - if (align_label_with_current_x_position) - ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); - - // 'selection_mask' is dumb representation of what may be user-side selection state. - // You may retain selection state inside or outside your objects in whatever format you see fit. - // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end - /// of the loop. May be a pointer to your own node type, etc. - static int selection_mask = (1 << 2); - int node_clicked = -1; - for (int i = 0; i < 6; i++) - { - // Disable the default "open on single-click behavior" + set Selected flag according to our selection. - // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection. - ImGuiTreeNodeFlags node_flags = base_flags; - const bool is_selected = (selection_mask & (1 << i)) != 0; - if (is_selected) - node_flags |= ImGuiTreeNodeFlags_Selected; - if (i < 3) - { - // Items 0..2 are Tree Node - bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); - if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) - node_clicked = i; - if (test_drag_and_drop && ImGui::BeginDragDropSource()) - { - ImGui::SetDragDropPayload("_TREENODE", NULL, 0); - ImGui::Text("This is a drag and drop source"); - ImGui::EndDragDropSource(); - } - if (node_open) - { - ImGui::BulletText("Blah blah\nBlah Blah"); - ImGui::TreePop(); - } - } - else - { - // Items 3..5 are Tree Leaves - // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can - // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). - node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet - ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); - if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) - node_clicked = i; - if (test_drag_and_drop && ImGui::BeginDragDropSource()) - { - ImGui::SetDragDropPayload("_TREENODE", NULL, 0); - ImGui::Text("This is a drag and drop source"); - ImGui::EndDragDropSource(); - } - } - } - if (node_clicked != -1) - { - // Update selection state - // (process outside of tree loop to avoid visual inconsistencies during the clicking frame) - if (ImGui::GetIO().KeyCtrl) - selection_mask ^= (1 << node_clicked); // CTRL+click to toggle - else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection - selection_mask = (1 << node_clicked); // Click to single-select - } - if (align_label_with_current_x_position) - ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); + ImGui::BulletText("Another bullet point"); ImGui::TreePop(); } + ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); + ImGui::Bullet(); ImGui::SmallButton("Button"); ImGui::TreePop(); } +} - IMGUI_DEMO_MARKER("Widgets/Collapsing Headers"); +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsCollapsingHeaders() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsCollapsingHeaders() +{ if (ImGui::TreeNode("Collapsing Headers")) { + IMGUI_DEMO_MARKER("Widgets/Collapsing Headers"); static bool closable_group = true; ImGui::Checkbox("Show 2nd header", &closable_group); if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None)) @@ -1065,886 +1162,45 @@ static void ShowDemoWindowWidgets() */ ImGui::TreePop(); } +} - IMGUI_DEMO_MARKER("Widgets/Bullets"); - if (ImGui::TreeNode("Bullets")) - { - ImGui::BulletText("Bullet point 1"); - ImGui::BulletText("Bullet point 2\nOn multiple lines"); - if (ImGui::TreeNode("Tree node")) - { - ImGui::BulletText("Another bullet point"); - ImGui::TreePop(); - } - ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); - ImGui::Bullet(); ImGui::SmallButton("Button"); - ImGui::TreePop(); - } +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsColorAndPickers() +//----------------------------------------------------------------------------- - IMGUI_DEMO_MARKER("Widgets/Text"); - if (ImGui::TreeNode("Text")) - { - IMGUI_DEMO_MARKER("Widgets/Text/Colored Text"); - if (ImGui::TreeNode("Colorful Text")) - { - // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. - ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink"); - ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow"); - ImGui::TextDisabled("Disabled"); - ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping"); - if (ImGui::TreeNode("Word Wrapping")) - { - // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. - ImGui::TextWrapped( - "This text should automatically wrap on the edge of the window. The current implementation " - "for text wrapping follows simple rules suitable for English and possibly other languages."); - ImGui::Spacing(); - - static float wrap_width = 200.0f; - ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f"); - - ImDrawList* draw_list = ImGui::GetWindowDrawList(); - for (int n = 0; n < 2; n++) - { - ImGui::Text("Test paragraph %d:", n); - ImVec2 pos = ImGui::GetCursorScreenPos(); - ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y); - ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()); - ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); - if (n == 0) - ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); - else - ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); - - // Draw actual text bounding box, following by marker of our expected limit (should not overlap!) - draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255)); - draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255)); - ImGui::PopTextWrapPos(); - } - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text"); - if (ImGui::TreeNode("UTF-8 Text")) - { - // UTF-8 test with Japanese characters - // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.) - // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 - // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you - // can save your source files as 'UTF-8 without signature'). - // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 - // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants. - // Don't do this in your application! Please use u8"text in any language" in your application! - // Note that characters values are preserved even by InputText() if the font cannot be displayed, - // so you can safely copy & paste garbled characters into another application. - ImGui::TextWrapped( - "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. " - "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " - "Read docs/FONTS.md for details."); - ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string. - ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); - static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; - //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis - ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf)); - ImGui::TreePop(); - } - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Images"); - if (ImGui::TreeNode("Images")) - { - ImGuiIO& io = ImGui::GetIO(); - ImGui::TextWrapped( - "Below we are displaying the font texture (which is the only texture we have access to in this demo). " - "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " - "Hover the texture for a zoomed view!"); - - // Below we are displaying the font texture because it is the only texture we have access to inside the demo! - // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that - // will be passed to the rendering backend via the ImDrawCmd structure. - // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top - // of their respective source file to specify what they expect to be stored in ImTextureID, for example: - // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer - // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. - // More: - // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers - // to ImGui::Image(), and gather width/height through your own functions, etc. - // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, - // it will help you debug issues if you are confused about it. - // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). - // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md - // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples - ImTextureID my_tex_id = io.Fonts->TexID; - float my_tex_w = (float)io.Fonts->TexWidth; - float my_tex_h = (float)io.Fonts->TexHeight; - { - static bool use_text_color_for_tint = false; - ImGui::Checkbox("Use Text Color for Tint", &use_text_color_for_tint); - ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); - ImVec2 pos = ImGui::GetCursorScreenPos(); - ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left - ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right - ImVec4 tint_col = use_text_color_for_tint ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint - ImVec4 border_col = ImGui::GetStyleColorVec4(ImGuiCol_Border); - ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col); - if (ImGui::BeginItemTooltip()) - { - float region_sz = 32.0f; - float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; - float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; - float zoom = 4.0f; - if (region_x < 0.0f) { region_x = 0.0f; } - else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; } - if (region_y < 0.0f) { region_y = 0.0f; } - else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; } - ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); - ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); - ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); - ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); - ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col); - ImGui::EndTooltip(); - } - } - - IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons"); - ImGui::TextWrapped("And now some textured buttons.."); - static int pressed_count = 0; - for (int i = 0; i < 8; i++) - { - // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures. - // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation. - // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples - ImGui::PushID(i); - if (i > 0) - ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f)); - ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible - ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left - ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h); // UV coordinates for (32,32) in our texture - ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background - ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint - if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col)) - pressed_count += 1; - if (i > 0) - ImGui::PopStyleVar(); - ImGui::PopID(); - ImGui::SameLine(); - } - ImGui::NewLine(); - ImGui::Text("Pressed %d times.", pressed_count); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Combo"); - if (ImGui::TreeNode("Combo")) - { - // Combo Boxes are also called "Dropdown" in other systems - // Expose flags as checkbox for the demo - static ImGuiComboFlags flags = 0; - ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); - ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); - if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton)) - flags &= ~ImGuiComboFlags_NoPreview; // Clear the other flag, as we cannot combine both - if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) - flags &= ~ImGuiComboFlags_NoArrowButton; // Clear the other flag, as we cannot combine both - - // Using the generic BeginCombo() API, you have full control over how to display the combo contents. - // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively - // stored in the object itself, etc.) - const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; - static int item_current_idx = 0; // Here we store our selection data as an index. - const char* combo_preview_value = items[item_current_idx]; // Pass in the preview value visible before opening the combo (it could be anything) - if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) - { - for (int n = 0; n < IM_ARRAYSIZE(items); n++) - { - const bool is_selected = (item_current_idx == n); - if (ImGui::Selectable(items[n], is_selected)) - item_current_idx = n; - - // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) - if (is_selected) - ImGui::SetItemDefaultFocus(); - } - ImGui::EndCombo(); - } - - // Simplified one-liner Combo() API, using values packed in a single constant string - // This is a convenience for when the selection set is small and known at compile-time. - static int item_current_2 = 0; - ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); - - // Simplified one-liner Combo() using an array of const char* - // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. - static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview - ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); - - // Simplified one-liner Combo() using an accessor function - static int item_current_4 = 0; - ImGui::Combo("combo 4 (function)", &item_current_4, [](void* data, int n) { return ((const char**)data)[n]; }, items, IM_ARRAYSIZE(items)); - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/List Boxes"); - if (ImGui::TreeNode("List boxes")) - { - // Using the generic BeginListBox() API, you have full control over how to display the combo contents. - // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively - // stored in the object itself, etc.) - const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; - static int item_current_idx = 0; // Here we store our selection data as an index. - if (ImGui::BeginListBox("listbox 1")) - { - for (int n = 0; n < IM_ARRAYSIZE(items); n++) - { - const bool is_selected = (item_current_idx == n); - if (ImGui::Selectable(items[n], is_selected)) - item_current_idx = n; - - // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) - if (is_selected) - ImGui::SetItemDefaultFocus(); - } - ImGui::EndListBox(); - } - - // Custom size: use all width, 5 items tall - ImGui::Text("Full-width:"); - if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing()))) - { - for (int n = 0; n < IM_ARRAYSIZE(items); n++) - { - const bool is_selected = (item_current_idx == n); - if (ImGui::Selectable(items[n], is_selected)) - item_current_idx = n; - - // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) - if (is_selected) - ImGui::SetItemDefaultFocus(); - } - ImGui::EndListBox(); - } - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Selectables"); - if (ImGui::TreeNode("Selectables")) - { - // Selectable() has 2 overloads: - // - The one taking "bool selected" as a read-only selection information. - // When Selectable() has been clicked it returns true and you can alter selection state accordingly. - // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) - // The earlier is more flexible, as in real application your selection may be stored in many different ways - // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc). - IMGUI_DEMO_MARKER("Widgets/Selectables/Basic"); - if (ImGui::TreeNode("Basic")) - { - static bool selection[5] = { false, true, false, false }; - ImGui::Selectable("1. I am selectable", &selection[0]); - ImGui::Selectable("2. I am selectable", &selection[1]); - ImGui::Selectable("3. I am selectable", &selection[2]); - if (ImGui::Selectable("4. I am double clickable", selection[3], ImGuiSelectableFlags_AllowDoubleClick)) - if (ImGui::IsMouseDoubleClicked(0)) - selection[3] = !selection[3]; - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Selectables/Single Selection"); - if (ImGui::TreeNode("Selection State: Single Selection")) - { - static int selected = -1; - for (int n = 0; n < 5; n++) - { - char buf[32]; - sprintf(buf, "Object %d", n); - if (ImGui::Selectable(buf, selected == n)) - selected = n; - } - ImGui::TreePop(); - } - IMGUI_DEMO_MARKER("Widgets/Selectables/Multiple Selection"); - if (ImGui::TreeNode("Selection State: Multiple Selection")) - { - HelpMarker("Hold CTRL and click to select multiple items."); - static bool selection[5] = { false, false, false, false, false }; - for (int n = 0; n < 5; n++) - { - char buf[32]; - sprintf(buf, "Object %d", n); - if (ImGui::Selectable(buf, selection[n])) - { - if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held - memset(selection, 0, sizeof(selection)); - selection[n] ^= 1; - } - } - ImGui::TreePop(); - } - IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line"); - if (ImGui::TreeNode("Rendering more items on the same line")) - { - // (1) Using SetNextItemAllowOverlap() - // (2) Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically. - static bool selected[3] = { false, false, false }; - ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1"); - ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2"); - ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3"); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Selectables/In columns"); - if (ImGui::TreeNode("In columns")) - { - static bool selected[10] = {}; - - if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) - { - for (int i = 0; i < 10; i++) - { - char label[32]; - sprintf(label, "Item %d", i); - ImGui::TableNextColumn(); - ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap - } - ImGui::EndTable(); - } - ImGui::Spacing(); - if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) - { - for (int i = 0; i < 10; i++) - { - char label[32]; - sprintf(label, "Item %d", i); - ImGui::TableNextRow(); - ImGui::TableNextColumn(); - ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns); - ImGui::TableNextColumn(); - ImGui::Text("Some other contents"); - ImGui::TableNextColumn(); - ImGui::Text("123456"); - } - ImGui::EndTable(); - } - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Selectables/Grid"); - if (ImGui::TreeNode("Grid")) - { - static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }; - - // Add in a bit of silly fun... - const float time = (float)ImGui::GetTime(); - const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected... - if (winning_state) - ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f))); - - for (int y = 0; y < 4; y++) - for (int x = 0; x < 4; x++) - { - if (x > 0) - ImGui::SameLine(); - ImGui::PushID(y * 4 + x); - if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50))) - { - // Toggle clicked cell + toggle neighbors - selected[y][x] ^= 1; - if (x > 0) { selected[y][x - 1] ^= 1; } - if (x < 3) { selected[y][x + 1] ^= 1; } - if (y > 0) { selected[y - 1][x] ^= 1; } - if (y < 3) { selected[y + 1][x] ^= 1; } - } - ImGui::PopID(); - } - - if (winning_state) - ImGui::PopStyleVar(); - ImGui::TreePop(); - } - IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment"); - if (ImGui::TreeNode("Alignment")) - { - HelpMarker( - "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " - "basis using PushStyleVar(). You'll probably want to always keep your default situation to " - "left-align otherwise it becomes difficult to layout multiple items on a same line"); - static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true }; - for (int y = 0; y < 3; y++) - { - for (int x = 0; x < 3; x++) - { - ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f); - char name[32]; - sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); - if (x > 0) ImGui::SameLine(); - ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); - ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80)); - ImGui::PopStyleVar(); - } - } - ImGui::TreePop(); - } - ImGui::TreePop(); - } - - // To wire InputText() with std::string or any other custom string type, - // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. - IMGUI_DEMO_MARKER("Widgets/Text Input"); - if (ImGui::TreeNode("Text Input")) - { - IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input"); - if (ImGui::TreeNode("Multi-line Text Input")) - { - // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize - // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. - static char text[1024 * 16] = - "/*\n" - " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" - " the hexadecimal encoding of one offending instruction,\n" - " more formally, the invalid operand with locked CMPXCHG8B\n" - " instruction bug, is a design flaw in the majority of\n" - " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" - " processors (all in the P5 microarchitecture).\n" - "*/\n\n" - "label:\n" - "\tlock cmpxchg8b eax\n"; - - static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; - HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)"); - ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); - ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput); - ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine); - ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input"); - if (ImGui::TreeNode("Filtered Text Input")) - { - struct TextFilters - { - // Modify character input by altering 'data->Eventchar' (ImGuiInputTextFlags_CallbackCharFilter callback) - static int FilterCasingSwap(ImGuiInputTextCallbackData* data) - { - if (data->EventChar >= 'a' && data->EventChar <= 'z') { data->EventChar -= 'a' - 'A'; } // Lowercase becomes uppercase - else if (data->EventChar >= 'A' && data->EventChar <= 'Z') { data->EventChar += 'a' - 'A'; } // Uppercase becomes lowercase - return 0; - } - - // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i', otherwise return 1 (filter out) - static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) - { - if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) - return 0; - return 1; - } - }; - - static char buf1[32] = ""; ImGui::InputText("default", buf1, 32); - static char buf2[32] = ""; ImGui::InputText("decimal", buf2, 32, ImGuiInputTextFlags_CharsDecimal); - static char buf3[32] = ""; ImGui::InputText("hexadecimal", buf3, 32, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); - static char buf4[32] = ""; ImGui::InputText("uppercase", buf4, 32, ImGuiInputTextFlags_CharsUppercase); - static char buf5[32] = ""; ImGui::InputText("no blank", buf5, 32, ImGuiInputTextFlags_CharsNoBlank); - static char buf6[32] = ""; ImGui::InputText("casing swap", buf6, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterCasingSwap); // Use CharFilter callback to replace characters. - static char buf7[32] = ""; ImGui::InputText("\"imgui\"", buf7, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); // Use CharFilter callback to disable some characters. - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Text Input/Password input"); - if (ImGui::TreeNode("Password Input")) - { - static char password[64] = "password123"; - ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); - ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); - ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); - ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password)); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks"); - if (ImGui::TreeNode("Completion, History, Edit Callbacks")) - { - struct Funcs - { - static int MyCallback(ImGuiInputTextCallbackData* data) - { - if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion) - { - data->InsertChars(data->CursorPos, ".."); - } - else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory) - { - if (data->EventKey == ImGuiKey_UpArrow) - { - data->DeleteChars(0, data->BufTextLen); - data->InsertChars(0, "Pressed Up!"); - data->SelectAll(); - } - else if (data->EventKey == ImGuiKey_DownArrow) - { - data->DeleteChars(0, data->BufTextLen); - data->InsertChars(0, "Pressed Down!"); - data->SelectAll(); - } - } - else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit) - { - // Toggle casing of first character - char c = data->Buf[0]; - if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32; - data->BufDirty = true; - - // Increment a counter - int* p_int = (int*)data->UserData; - *p_int = *p_int + 1; - } - return 0; - } - }; - static char buf1[64]; - ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback); - ImGui::SameLine(); HelpMarker("Here we append \"..\" each time Tab is pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback."); - - static char buf2[64]; - ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback); - ImGui::SameLine(); HelpMarker("Here we replace and select text each time Up/Down are pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback."); - - static char buf3[64]; - static int edit_count = 0; - ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count); - ImGui::SameLine(); HelpMarker("Here we toggle the casing of the first character on every edit + count edits."); - ImGui::SameLine(); ImGui::Text("(%d)", edit_count); - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback"); - if (ImGui::TreeNode("Resize Callback")) - { - // To wire InputText() with std::string or any other custom string type, - // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper - // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. - HelpMarker( - "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n" - "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); - struct Funcs - { - static int MyResizeCallback(ImGuiInputTextCallbackData* data) - { - if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) - { - ImVector* my_str = (ImVector*)data->UserData; - IM_ASSERT(my_str->begin() == data->Buf); - my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 - data->Buf = my_str->begin(); - } - return 0; - } - - // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace. - // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)' - static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) - { - IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); - return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); - } - }; - - // For this demo we are using ImVector as a string container. - // Note that because we need to store a terminating zero character, our size/capacity are 1 more - // than usually reported by a typical string class. - static ImVector my_str; - if (my_str.empty()) - my_str.push_back(0); - Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16)); - ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous"); - if (ImGui::TreeNode("Miscellaneous")) - { - static char buf1[16]; - static ImGuiInputTextFlags flags = ImGuiInputTextFlags_EscapeClearsAll; - ImGui::CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", &flags, ImGuiInputTextFlags_EscapeClearsAll); - ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); - ImGui::CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", &flags, ImGuiInputTextFlags_NoUndoRedo); - ImGui::InputText("Hello", buf1, IM_ARRAYSIZE(buf1), flags); - ImGui::TreePop(); - } - - ImGui::TreePop(); - } - - // Tabs - IMGUI_DEMO_MARKER("Widgets/Tabs"); - if (ImGui::TreeNode("Tabs")) - { - IMGUI_DEMO_MARKER("Widgets/Tabs/Basic"); - if (ImGui::TreeNode("Basic")) - { - ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; - if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) - { - if (ImGui::BeginTabItem("Avocado")) - { - ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah"); - ImGui::EndTabItem(); - } - if (ImGui::BeginTabItem("Broccoli")) - { - ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah"); - ImGui::EndTabItem(); - } - if (ImGui::BeginTabItem("Cucumber")) - { - ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah"); - ImGui::EndTabItem(); - } - ImGui::EndTabBar(); - } - ImGui::Separator(); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button"); - if (ImGui::TreeNode("Advanced & Close Button")) - { - // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). - static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; - ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable); - ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); - ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); - ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); - if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) - tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; - if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) - tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); - if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) - tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); - - // Tab Bar - const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" }; - static bool opened[4] = { true, true, true, true }; // Persistent user state - for (int n = 0; n < IM_ARRAYSIZE(opened); n++) - { - if (n > 0) { ImGui::SameLine(); } - ImGui::Checkbox(names[n], &opened[n]); - } - - // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): - // the underlying bool will be set to false when the tab is closed. - if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) - { - for (int n = 0; n < IM_ARRAYSIZE(opened); n++) - if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None)) - { - ImGui::Text("This is the %s tab!", names[n]); - if (n & 1) - ImGui::Text("I am an odd tab."); - ImGui::EndTabItem(); - } - ImGui::EndTabBar(); - } - ImGui::Separator(); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags"); - if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags")) - { - static ImVector active_tabs; - static int next_tab_id = 0; - if (next_tab_id == 0) // Initialize with some default tabs - for (int i = 0; i < 3; i++) - active_tabs.push_back(next_tab_id++); - - // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together. - // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... - // but they tend to make more sense together) - static bool show_leading_button = true; - static bool show_trailing_button = true; - ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button); - ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button); - - // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs - static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown; - ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); - if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) - tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); - if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) - tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); - - if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) - { - // Demo a Leading TabItemButton(): click the "?" button to open a menu - if (show_leading_button) - if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip)) - ImGui::OpenPopup("MyHelpMenu"); - if (ImGui::BeginPopup("MyHelpMenu")) - { - ImGui::Selectable("Hello!"); - ImGui::EndPopup(); - } - - // Demo Trailing Tabs: click the "+" button to add a new tab (in your app you may want to use a font icon instead of the "+") - // Note that we submit it before the regular tabs, but because of the ImGuiTabItemFlags_Trailing flag it will always appear at the end. - if (show_trailing_button) - if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) - active_tabs.push_back(next_tab_id++); // Add new tab - - // Submit our regular tabs - for (int n = 0; n < active_tabs.Size; ) - { - bool open = true; - char name[16]; - snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]); - if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None)) - { - ImGui::Text("This is the %s tab!", name); - ImGui::EndTabItem(); - } - - if (!open) - active_tabs.erase(active_tabs.Data + n); - else - n++; - } - - ImGui::EndTabBar(); - } - ImGui::Separator(); - ImGui::TreePop(); - } - ImGui::TreePop(); - } - - // Plot/Graph widgets are not very good. - // Consider using a third-party library such as ImPlot: https://github.com/epezent/implot - // (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) - IMGUI_DEMO_MARKER("Widgets/Plotting"); - if (ImGui::TreeNode("Plotting")) - { - static bool animate = true; - ImGui::Checkbox("Animate", &animate); - - // Plot as lines and plot as histogram - IMGUI_DEMO_MARKER("Widgets/Plotting/PlotLines, PlotHistogram"); - static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; - ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); - ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); - - // Fill an array of contiguous float values to plot - // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float - // and the sizeof() of your structure in the "stride" parameter. - static float values[90] = {}; - static int values_offset = 0; - static double refresh_time = 0.0; - if (!animate || refresh_time == 0.0) - refresh_time = ImGui::GetTime(); - while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo - { - static float phase = 0.0f; - values[values_offset] = cosf(phase); - values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); - phase += 0.10f * values_offset; - refresh_time += 1.0f / 60.0f; - } - - // Plots can display overlay texts - // (in this example, we will display an average value) - { - float average = 0.0f; - for (int n = 0; n < IM_ARRAYSIZE(values); n++) - average += values[n]; - average /= (float)IM_ARRAYSIZE(values); - char overlay[32]; - sprintf(overlay, "avg %f", average); - ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f)); - } - - // Use functions to generate output - // FIXME: This is actually VERY awkward because current plot API only pass in indices. - // We probably want an API passing floats and user provide sample rate/count. - struct Funcs - { - static float Sin(void*, int i) { return sinf(i * 0.1f); } - static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } - }; - static int func_type = 0, display_count = 70; - ImGui::SeparatorText("Functions"); - ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); - ImGui::Combo("func", &func_type, "Sin\0Saw\0"); - ImGui::SameLine(); - ImGui::SliderInt("Sample count", &display_count, 1, 400); - float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; - ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); - ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); - ImGui::Separator(); - - // Animate a simple progress bar - IMGUI_DEMO_MARKER("Widgets/Plotting/ProgressBar"); - static float progress = 0.0f, progress_dir = 1.0f; - if (animate) - { - progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; - if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } - if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } - } - - // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, - // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. - ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); - ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); - ImGui::Text("Progress Bar"); - - float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f); - char buf[32]; - sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); - ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Color"); +static void DemoWindowWidgetsColorAndPickers() +{ if (ImGui::TreeNode("Color/Picker Widgets")) { + IMGUI_DEMO_MARKER("Widgets/Color"); static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f); + static ImGuiColorEditFlags base_flags = ImGuiColorEditFlags_None; - static bool alpha_preview = true; - static bool alpha_half_preview = false; - static bool drag_and_drop = true; - static bool options_menu = true; - static bool hdr = false; ImGui::SeparatorText("Options"); - ImGui::Checkbox("With Alpha Preview", &alpha_preview); - ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview); - ImGui::Checkbox("With Drag and Drop", &drag_and_drop); - ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); - ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); - ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoAlpha", &base_flags, ImGuiColorEditFlags_NoAlpha); + ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaOpaque", &base_flags, ImGuiColorEditFlags_AlphaOpaque); + ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaNoBg", &base_flags, ImGuiColorEditFlags_AlphaNoBg); + ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaPreviewHalf", &base_flags, ImGuiColorEditFlags_AlphaPreviewHalf); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoOptions", &base_flags, ImGuiColorEditFlags_NoOptions); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoDragDrop", &base_flags, ImGuiColorEditFlags_NoDragDrop); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoColorMarkers", &base_flags, ImGuiColorEditFlags_NoColorMarkers); + ImGui::CheckboxFlags("ImGuiColorEditFlags_HDR", &base_flags, ImGuiColorEditFlags_HDR); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit"); ImGui::SeparatorText("Inline color editor"); ImGui::Text("Color widget:"); ImGui::SameLine(); HelpMarker( "Click on the color square to open a color picker.\n" - "CTRL+click on individual component to input value.\n"); - ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags); + "Ctrl+Click on individual component to input value.\n"); + ImGui::ColorEdit3("MyColor##1", (float*)&color, base_flags); IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)"); ImGui::Text("Color widget HSV with Alpha:"); - ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags); + ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | base_flags); IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)"); ImGui::Text("Color widget with Float Display:"); - ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); + ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | base_flags); IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)"); ImGui::Text("Color button with Picker:"); @@ -1952,7 +1208,7 @@ static void ShowDemoWindowWidgets() "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only " "be used for the tooltip and picker popup."); - ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags); + ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | base_flags); IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)"); ImGui::Text("Color button with Custom Picker Popup:"); @@ -1962,7 +1218,7 @@ static void ShowDemoWindowWidgets() static ImVec4 saved_palette[32] = {}; if (saved_palette_init) { - for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + for (int n = 0; n < IM_COUNTOF(saved_palette); n++) { ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); @@ -1972,7 +1228,7 @@ static void ShowDemoWindowWidgets() } static ImVec4 backup_color; - bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags); + bool open_popup = ImGui::ColorButton("MyColor##3b", color, base_flags); ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); open_popup |= ImGui::Button("Palette"); if (open_popup) @@ -1984,7 +1240,7 @@ static void ShowDemoWindowWidgets() { ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!"); ImGui::Separator(); - ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); + ImGui::ColorPicker4("##picker", (float*)&color, base_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); ImGui::SameLine(); ImGui::BeginGroup(); // Lock X position @@ -1995,7 +1251,7 @@ static void ShowDemoWindowWidgets() color = backup_color; ImGui::Separator(); ImGui::Text("Palette"); - for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + for (int n = 0; n < IM_COUNTOF(saved_palette); n++) { ImGui::PushID(n); if ((n % 8) != 0) @@ -2026,40 +1282,42 @@ static void ShowDemoWindowWidgets() ImGui::Text("Color button only:"); static bool no_border = false; ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border); - ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80)); + ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, base_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80)); IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker"); ImGui::SeparatorText("Color picker"); - static bool alpha = true; - static bool alpha_bar = true; - static bool side_preview = true; + static bool ref_color = false; static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f); - static int display_mode = 0; static int picker_mode = 0; - ImGui::Checkbox("With Alpha", &alpha); - ImGui::Checkbox("With Alpha Bar", &alpha_bar); - ImGui::Checkbox("With Side Preview", &side_preview); - if (side_preview) + static int display_mode = 0; + static ImGuiColorEditFlags color_picker_flags = ImGuiColorEditFlags_AlphaBar; + + ImGui::PushID("Color picker"); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoAlpha", &color_picker_flags, ImGuiColorEditFlags_NoAlpha); + ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaBar", &color_picker_flags, ImGuiColorEditFlags_AlphaBar); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoSidePreview", &color_picker_flags, ImGuiColorEditFlags_NoSidePreview); + if (color_picker_flags & ImGuiColorEditFlags_NoSidePreview) { ImGui::SameLine(); ImGui::Checkbox("With Ref Color", &ref_color); if (ref_color) { ImGui::SameLine(); - ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags); + ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | base_flags); } } - ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0"); + + ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0ImGuiColorEditFlags_PickerHueBar\0ImGuiColorEditFlags_PickerHueWheel\0"); + ImGui::SameLine(); HelpMarker("When not specified explicitly, user can right-click the picker to change mode."); + + ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0ImGuiColorEditFlags_NoInputs\0ImGuiColorEditFlags_DisplayRGB\0ImGuiColorEditFlags_DisplayHSV\0ImGuiColorEditFlags_DisplayHex\0"); ImGui::SameLine(); HelpMarker( "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex " "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); - ImGui::SameLine(); HelpMarker("When not specified explicitly (Auto/Current mode), user can right-click the picker to change mode."); - ImGuiColorEditFlags flags = misc_flags; - if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() - if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; - if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; + + ImGuiColorEditFlags flags = base_flags | color_picker_flags; if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays @@ -2071,15 +1329,16 @@ static void ShowDemoWindowWidgets() ImGui::Text("Set defaults in code:"); ImGui::SameLine(); HelpMarker( "SetColorEditOptions() is designed to allow you to set boot-time default.\n" - "We don't have Push/Pop functions because you can force options on a per-widget basis if needed," - "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid" + "We don't have Push/Pop functions because you can force options on a per-widget basis if needed, " + "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid " "encouraging you to persistently save values that aren't forward-compatible."); if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); if (ImGui::Button("Default: Float + HDR + Hue Wheel")) ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); - // Always both a small version of both types of pickers (to make it more visible in the demo to people who are skimming quickly through it) + // Always display a small version of both types of pickers + // (that's in order to make it more visible in the demo to people who are skimming quickly through it) ImGui::Text("Both types:"); float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f; ImGui::SetNextItemWidth(w); @@ -2087,14 +1346,15 @@ static void ShowDemoWindowWidgets() ImGui::SameLine(); ImGui::SetNextItemWidth(w); ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + ImGui::PopID(); // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV! ImGui::Spacing(); ImGui::Text("HSV encoded colors"); ImGui::SameLine(); HelpMarker( - "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV" - "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the" + "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV " + "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the " "added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); ImGui::Text("Color widget with InputHSV:"); ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); @@ -2103,55 +1363,114 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } +} - IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags"); - if (ImGui::TreeNode("Drag/Slider Flags")) +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsComboBoxes() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsComboBoxes() +{ + if (ImGui::TreeNode("Combo")) { - // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! - static ImGuiSliderFlags flags = ImGuiSliderFlags_None; - ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp); - ImGui::SameLine(); HelpMarker("Always clamp value to min/max bounds (if any) when input manually with CTRL+Click."); - ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic); - ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); - ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat); - ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); - ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput); - ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget."); + IMGUI_DEMO_MARKER("Widgets/Combo"); + // Combo Boxes are also called "Dropdown" in other systems + // Expose flags as checkbox for the demo + static ImGuiComboFlags flags = 0; + ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); + ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton)) + flags &= ~ImGuiComboFlags_NoPreview; // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) + flags &= ~(ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_WidthFitPreview); // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_WidthFitPreview", &flags, ImGuiComboFlags_WidthFitPreview)) + flags &= ~ImGuiComboFlags_NoPreview; - // Drags - static float drag_f = 0.5f; - static int drag_i = 50; - ImGui::Text("Underlying float value: %f", drag_f); - ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); - ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags); - ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags); - ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); - ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); + // Override default popup height + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightSmall", &flags, ImGuiComboFlags_HeightSmall)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightSmall); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightRegular", &flags, ImGuiComboFlags_HeightRegular)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightRegular); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightLargest", &flags, ImGuiComboFlags_HeightLargest)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightLargest); - // Sliders - static float slider_f = 0.5f; - static int slider_i = 50; - ImGui::Text("Underlying float value: %f", slider_f); - ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags); - ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags); + // Using the generic BeginCombo() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selection data as an index. + + // Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[]) + const char* combo_preview_value = items[item_selected_idx]; + if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) + { + for (int n = 0; n < IM_COUNTOF(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndCombo(); + } + + // Show case embedding a filter using a simple trick: displaying the filter inside combo contents. + // See https://github.com/ocornut/imgui/issues/718 for advanced/esoteric alternatives. + if (ImGui::BeginCombo("combo 2 (w/ filter)", combo_preview_value, flags)) + { + static ImGuiTextFilter filter; + if (ImGui::IsWindowAppearing()) + { + ImGui::SetKeyboardFocusHere(); + filter.Clear(); + } + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F); + filter.Draw("##Filter", -FLT_MIN); + + for (int n = 0; n < IM_COUNTOF(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (filter.PassFilter(items[n])) + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + } + ImGui::EndCombo(); + } + + ImGui::Spacing(); + ImGui::SeparatorText("One-liner variants"); + HelpMarker("The Combo() function is not greatly useful apart from cases were you want to embed all options in a single strings.\nFlags above don't apply to this section."); + + // Simplified one-liner Combo() API, using values packed in a single constant string + // This is a convenience for when the selection set is small and known at compile-time. + static int item_current_2 = 0; + ImGui::Combo("combo 3 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + + // Simplified one-liner Combo() using an array of const char* + // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. + static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview + ImGui::Combo("combo 4 (array)", &item_current_3, items, IM_COUNTOF(items)); + + // Simplified one-liner Combo() using an accessor function + static int item_current_4 = 0; + ImGui::Combo("combo 5 (function)", &item_current_4, [](void* data, int n) { return ((const char**)data)[n]; }, items, IM_COUNTOF(items)); ImGui::TreePop(); } +} - IMGUI_DEMO_MARKER("Widgets/Range Widgets"); - if (ImGui::TreeNode("Range Widgets")) - { - static float begin = 10, end = 90; - static int begin_i = 100, end_i = 1000; - ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp); - ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units"); - ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); - ImGui::TreePop(); - } +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsDataTypes() +//----------------------------------------------------------------------------- - IMGUI_DEMO_MARKER("Widgets/Data Types"); +static void DemoWindowWidgetsDataTypes() +{ if (ImGui::TreeNode("Data Types")) { + IMGUI_DEMO_MARKER("Widgets/Data Types"); // DragScalar/InputScalar/SliderScalar functions allow various data types // - signed/unsigned // - 8/16/32/64-bits @@ -2204,7 +1523,7 @@ static void ShowDemoWindowWidgets() ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); ImGui::SameLine(); HelpMarker( "As with every widget in dear imgui, we never modify values unless there is a user interaction.\n" - "You can override the clamping limits by using CTRL+Click to input a value."); + "You can override the clamping limits by using Ctrl+Click to input a value."); ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); @@ -2255,60 +1574,2759 @@ static void ShowDemoWindowWidgets() IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs"); static bool inputs_step = true; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_None; ImGui::SeparatorText("Inputs"); ImGui::Checkbox("Show step buttons", &inputs_step); - ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d"); - ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u"); - ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d"); - ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u"); - ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d"); - ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X"); - ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u"); - ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X"); - ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL); - ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL); - ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL); - ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ParseEmptyRefVal", &flags, ImGuiInputTextFlags_ParseEmptyRefVal); + ImGui::CheckboxFlags("ImGuiInputTextFlags_DisplayEmptyRefVal", &flags, ImGuiInputTextFlags_DisplayEmptyRefVal); + ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d", flags); + ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X", flags); + ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u", flags); + ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", flags); + ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL, NULL, NULL, flags); + ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL, NULL, NULL, flags); ImGui::TreePop(); } +} - IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets"); +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsDisableBlocks() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsDisableBlocks(ImGuiDemoWindowData* demo_data) +{ + if (ImGui::TreeNode("Disable Blocks")) + { + IMGUI_DEMO_MARKER("Widgets/Disable Blocks"); + ImGui::Checkbox("Disable entire section above", &demo_data->DisableSections); + ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across other sections."); + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsDragAndDrop() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsDragAndDrop() +{ + if (ImGui::TreeNode("Drag and Drop")) + { + IMGUI_DEMO_MARKER("Widgets/Drag and drop"); + if (ImGui::TreeNode("Drag and drop in standard widgets")) + { + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets"); + // ColorEdit widgets automatically act as drag source and drag target. + // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F + // to allow your own widgets to use colors in their drag and drop interaction. + // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. + HelpMarker("You can drag from the color squares."); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::ColorEdit4("color 2", col2); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Drag and drop to copy/swap items")) + { + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items"); + enum Mode + { + Mode_Copy, + Mode_Move, + Mode_Swap + }; + static int mode = 0; + if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); + if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); + if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } + static const char* names[9] = + { + "Bobby", "Beatrice", "Betty", + "Brianna", "Barry", "Bernard", + "Bibi", "Blaine", "Bryn" + }; + for (int n = 0; n < IM_COUNTOF(names); n++) + { + ImGui::PushID(n); + if ((n % 3) != 0) + ImGui::SameLine(); + ImGui::Button(names[n], ImVec2(60, 60)); + + // Our buttons are both drag sources and drag targets here! + if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) + { + // Set payload to carry the index of our item (could be anything) + ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); + + // Display preview (could be anything, e.g. when dragging an image we could decide to display + // the filename and a small preview of the image, etc.) + if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } + if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } + if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } + ImGui::EndDragDropSource(); + } + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL")) + { + IM_ASSERT(payload->DataSize == sizeof(int)); + int payload_n = *(const int*)payload->Data; + if (mode == Mode_Copy) + { + names[n] = names[payload_n]; + } + if (mode == Mode_Move) + { + names[n] = names[payload_n]; + names[payload_n] = ""; + } + if (mode == Mode_Swap) + { + const char* tmp = names[n]; + names[n] = names[payload_n]; + names[payload_n] = tmp; + } + } + ImGui::EndDragDropTarget(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Drag to reorder items (simple)")) + { + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)"); + // FIXME: there is temporary (usually single-frame) ID Conflict during reordering as a same item may be submitting twice. + // This code was always slightly faulty but in a way which was not easily noticeable. + // Until we fix this, enable ImGuiItemFlags_AllowDuplicateId to disable detecting the issue. + ImGui::PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); + + // Simple reordering + HelpMarker( + "We don't use the drag and drop api at all here! " + "Instead we query when the item is held but not hovered, and order items accordingly."); + static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }; + for (int n = 0; n < IM_COUNTOF(item_names); n++) + { + const char* item = item_names[n]; + ImGui::Selectable(item); + + if (ImGui::IsItemActive() && !ImGui::IsItemHovered()) + { + int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1); + if (n_next >= 0 && n_next < IM_COUNTOF(item_names)) + { + item_names[n] = item_names[n_next]; + item_names[n_next] = item; + ImGui::ResetMouseDragDelta(); + } + } + } + + ImGui::PopItemFlag(); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Tooltip at target location")) + { + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Tooltip at target location"); + for (int n = 0; n < 2; n++) + { + // Drop targets + ImGui::Button(n ? "drop here##1" : "drop here##0"); + if (ImGui::BeginDragDropTarget()) + { + ImGuiDragDropFlags drop_target_flags = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoPreviewTooltip; + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, drop_target_flags)) + { + IM_UNUSED(payload); + ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed); + ImGui::SetTooltip("Cannot drop here!"); + } + ImGui::EndDragDropTarget(); + } + + // Drop source + static ImVec4 col4 = { 1.0f, 0.0f, 0.2f, 1.0f }; + if (n == 0) + ImGui::ColorButton("drag me", col4); + + } + ImGui::TreePop(); + } + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsDragsAndSliders() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsDragsAndSliders() +{ + if (ImGui::TreeNode("Drag/Slider Flags")) + { + IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags"); + // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! + static ImGuiSliderFlags flags = ImGuiSliderFlags_None; + ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp); + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampOnInput", &flags, ImGuiSliderFlags_ClampOnInput); + ImGui::SameLine(); HelpMarker("Clamp value to min/max bounds when input manually with Ctrl+Click. By default Ctrl+Click allows going out of bounds."); + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampZeroRange", &flags, ImGuiSliderFlags_ClampZeroRange); + ImGui::SameLine(); HelpMarker("Clamp even if min==max==0.0f. Otherwise DragXXX functions don't clamp."); + ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic); + ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat); + ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput); + ImGui::SameLine(); HelpMarker("Disable Ctrl+Click or Enter key allowing to input text directly into the widget."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoSpeedTweaks", &flags, ImGuiSliderFlags_NoSpeedTweaks); + ImGui::SameLine(); HelpMarker("Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic."); + ImGui::CheckboxFlags("ImGuiSliderFlags_WrapAround", &flags, ImGuiSliderFlags_WrapAround); + ImGui::SameLine(); HelpMarker("Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions)"); + ImGui::CheckboxFlags("ImGuiSliderFlags_ColorMarkers", &flags, ImGuiSliderFlags_ColorMarkers); + + // Drags + static float drag_f = 0.5f; + static float drag_f4[4]; + static int drag_i = 50; + ImGui::Text("Underlying float value: %f", drag_f); + ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); + //ImGui::DragFloat("DragFloat (0 -> 0)", &drag_f, 0.005f, 0.0f, 0.0f, "%.3f", flags); // To test ClampZeroRange + //ImGui::DragFloat("DragFloat (100 -> 100)", &drag_f, 0.005f, 100.0f, 100.0f, "%.3f", flags); + ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); + ImGui::DragFloat4("DragFloat4 (0 -> 1)", drag_f4, 0.005f, 0.0f, 1.0f, "%.3f", flags); // Multi-component item, mostly here to document the effect of ImGuiSliderFlags_ColorMarkers. + + // Sliders + static float slider_f = 0.5f; + static float slider_f4[4]; + static int slider_i = 50; + const ImGuiSliderFlags flags_for_sliders = (flags & ~ImGuiSliderFlags_WrapAround); + ImGui::Text("Underlying float value: %f", slider_f); + ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags_for_sliders); + ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags_for_sliders); + ImGui::SliderFloat4("SliderFloat4 (0 -> 1)", slider_f4, 0.0f, 1.0f, "%.3f", flags); // Multi-component item, mostly here to document the effect of ImGuiSliderFlags_ColorMarkers. + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsFonts() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsFonts() +{ + if (ImGui::TreeNode("Fonts")) + { + IMGUI_DEMO_MARKER("Widgets/Fonts"); + ImFontAtlas* atlas = ImGui::GetIO().Fonts; + ImGui::ShowFontAtlas(atlas); + // FIXME-NEWATLAS: Provide a demo to add/create a procedural font? + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsImages() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsImages() +{ + if (ImGui::TreeNode("Images")) + { + IMGUI_DEMO_MARKER("Widgets/Images"); + ImGuiIO& io = ImGui::GetIO(); + ImGui::TextWrapped( + "Below we are displaying the font texture (which is the only texture we have access to in this demo). " + "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " + "Hover the texture for a zoomed view!"); + + // Below we are displaying the font texture because it is the only texture we have access to inside the demo! + // Read description about ImTextureID/ImTextureRef and FAQ for details about texture identifiers. + // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top + // of their respective source file to specify what they are using as texture identifier, for example: + // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer. + // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. + // So with the DirectX11 backend, you call ImGui::Image() with a 'ID3D11ShaderResourceView*' cast to ImTextureID. + // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers + // to ImGui::Image(), and gather width/height through your own functions, etc. + // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, + // it will help you debug issues if you are confused about it. + // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). + // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md + // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + + // Grab the current texture identifier used by the font atlas. + ImTextureRef my_tex_id = io.Fonts->TexRef; + + // Regular user code should never have to care about TexData-> fields, but since we want to display the entire texture here, we pull Width/Height from it. + float my_tex_w = (float)io.Fonts->TexData->Width; + float my_tex_h = (float)io.Fonts->TexData->Height; + + { + ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left + ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right + ImGui::PushStyleVar(ImGuiStyleVar_ImageBorderSize, IM_MAX(1.0f, ImGui::GetStyle().ImageBorderSize)); + ImGui::ImageWithBg(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); + if (ImGui::BeginItemTooltip()) + { + float region_sz = 32.0f; + float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; + float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; + float zoom = 4.0f; + if (region_x < 0.0f) { region_x = 0.0f; } + else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; } + if (region_y < 0.0f) { region_y = 0.0f; } + else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; } + ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); + ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); + ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); + ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); + ImGui::ImageWithBg(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); + ImGui::EndTooltip(); + } + ImGui::PopStyleVar(); + } + + IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons"); + ImGui::TextWrapped("And now some textured buttons.."); + static int pressed_count = 0; + for (int i = 0; i < 8; i++) + { + // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures. + // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation. + // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImGui::PushID(i); + if (i > 0) + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f)); + ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible + ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left + ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h); // UV coordinates for (32,32) in our texture + ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col)) + pressed_count += 1; + if (i > 0) + ImGui::PopStyleVar(); + ImGui::PopID(); + ImGui::SameLine(); + } + ImGui::NewLine(); + ImGui::Text("Pressed %d times.", pressed_count); + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsListBoxes() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsListBoxes() +{ + if (ImGui::TreeNode("List Boxes")) + { + IMGUI_DEMO_MARKER("Widgets/List Boxes"); + // BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild() + // using the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // You may be tempted to simply use BeginChild() directly. However note that BeginChild() requires EndChild() + // to always be called (inconsistent with BeginListBox()/EndListBox()). + + // Using the generic BeginListBox() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selected data as an index. + + static bool item_highlight = false; + int item_highlighted_idx = -1; // Here we store our highlighted data as an index. + ImGui::Checkbox("Highlight hovered item in second listbox", &item_highlight); + + if (ImGui::BeginListBox("listbox 1")) + { + for (int n = 0; n < IM_COUNTOF(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + if (item_highlight && ImGui::IsItemHovered()) + item_highlighted_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + ImGui::SameLine(); HelpMarker("Here we are sharing selection state between both boxes."); + + // Custom size: use all width, 5 items tall + ImGui::Text("Full-width:"); + if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing()))) + { + for (int n = 0; n < IM_COUNTOF(items); n++) + { + bool is_selected = (item_selected_idx == n); + ImGuiSelectableFlags flags = (item_highlighted_idx == n) ? ImGuiSelectableFlags_Highlight : 0; + if (ImGui::Selectable(items[n], is_selected, flags)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsMultiComponents() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsMultiComponents() +{ if (ImGui::TreeNode("Multi-component Widgets")) { + IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets"); static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; static int vec4i[4] = { 1, 5, 100, 255 }; + static ImGuiSliderFlags flags = 0; + ImGui::CheckboxFlags("ImGuiSliderFlags_ColorMarkers", &flags, ImGuiSliderFlags_ColorMarkers); // Only passing this to Drag/Sliders + ImGui::SeparatorText("2-wide"); ImGui::InputFloat2("input float2", vec4f); - ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); - ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f); ImGui::InputInt2("input int2", vec4i); - ImGui::DragInt2("drag int2", vec4i, 1, 0, 255); - ImGui::SliderInt2("slider int2", vec4i, 0, 255); + ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f, NULL, flags); + ImGui::DragInt2("drag int2", vec4i, 1, 0, 255, NULL, flags); + ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f, NULL, flags); + ImGui::SliderInt2("slider int2", vec4i, 0, 255, NULL, flags); ImGui::SeparatorText("3-wide"); ImGui::InputFloat3("input float3", vec4f); - ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f); - ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f); ImGui::InputInt3("input int3", vec4i); - ImGui::DragInt3("drag int3", vec4i, 1, 0, 255); - ImGui::SliderInt3("slider int3", vec4i, 0, 255); + ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f, NULL, flags); + ImGui::DragInt3("drag int3", vec4i, 1, 0, 255, NULL, flags); + ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f, NULL, flags); + ImGui::SliderInt3("slider int3", vec4i, 0, 255, NULL, flags); ImGui::SeparatorText("4-wide"); ImGui::InputFloat4("input float4", vec4f); - ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f); - ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f); ImGui::InputInt4("input int4", vec4i); - ImGui::DragInt4("drag int4", vec4i, 1, 0, 255); - ImGui::SliderInt4("slider int4", vec4i, 0, 255); + ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f, NULL, flags); + ImGui::DragInt4("drag int4", vec4i, 1, 0, 255, NULL, flags); + ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f, NULL, flags); + ImGui::SliderInt4("slider int4", vec4i, 0, 255, NULL, flags); + + ImGui::SeparatorText("Ranges"); + static float begin = 10, end = 90; + static int begin_i = 100, end_i = 1000; + ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units"); + ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsPlotting() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsPlotting() +{ + // Plot/Graph widgets are not very good. +// Consider using a third-party library such as ImPlot: https://github.com/epezent/implot +// (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) + if (ImGui::TreeNode("Plotting")) + { + IMGUI_DEMO_MARKER("Widgets/Plotting"); + ImGui::Text("Need better plotting and graphing? Consider using ImPlot:"); + ImGui::TextLinkOpenURL("https://github.com/epezent/implot"); + ImGui::Separator(); + + static bool animate = true; + ImGui::Checkbox("Animate", &animate); + + // Plot as lines and plot as histogram + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Frame Times", arr, IM_COUNTOF(arr)); + ImGui::PlotHistogram("Histogram", arr, IM_COUNTOF(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); + //ImGui::SameLine(); HelpMarker("Consider using ImPlot instead!"); + + // Fill an array of contiguous float values to plot + // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float + // and the sizeof() of your structure in the "stride" parameter. + static float values[90] = {}; + static int values_offset = 0; + static double refresh_time = 0.0; + if (!animate || refresh_time == 0.0) + refresh_time = ImGui::GetTime(); + while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo + { + static float phase = 0.0f; + values[values_offset] = cosf(phase); + values_offset = (values_offset + 1) % IM_COUNTOF(values); + phase += 0.10f * values_offset; + refresh_time += 1.0f / 60.0f; + } + + // Plots can display overlay texts + // (in this example, we will display an average value) + { + float average = 0.0f; + for (int n = 0; n < IM_COUNTOF(values); n++) + average += values[n]; + average /= (float)IM_COUNTOF(values); + char overlay[32]; + sprintf(overlay, "avg %f", average); + ImGui::PlotLines("Lines", values, IM_COUNTOF(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f)); + } + + // Use functions to generate output + // FIXME: This is actually VERY awkward because current plot API only pass in indices. + // We probably want an API passing floats and user provide sample rate/count. + struct Funcs + { + static float Sin(void*, int i) { return sinf(i * 0.1f); } + static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } + }; + static int func_type = 0, display_count = 70; + ImGui::SeparatorText("Functions"); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::Combo("func", &func_type, "Sin\0Saw\0"); + ImGui::SameLine(); + ImGui::SliderInt("Sample count", &display_count, 1, 400); + float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; + ImGui::PlotLines("Lines##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::PlotHistogram("Histogram##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsProgressBars() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsProgressBars() +{ + if (ImGui::TreeNode("Progress Bars")) + { + IMGUI_DEMO_MARKER("Widgets/Progress Bars"); + // Animate a simple progress bar + static float progress_accum = 0.0f, progress_dir = 1.0f; + progress_accum += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; + if (progress_accum >= +1.1f) { progress_accum = +1.1f; progress_dir *= -1.0f; } + if (progress_accum <= -0.1f) { progress_accum = -0.1f; progress_dir *= -1.0f; } + + const float progress = IM_CLAMP(progress_accum, 0.0f, 1.0f); + + // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, + // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. + ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Progress Bar"); + + char buf[32]; + sprintf(buf, "%d/%d", (int)(progress * 1753), 1753); + ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); + + // Pass an animated negative value, e.g. -1.0f * (float)ImGui::GetTime() is the recommended value. + // Adjust the factor if you want to adjust the animation speed. + ImGui::ProgressBar(-1.0f * (float)ImGui::GetTime(), ImVec2(0.0f, 0.0f), "Searching.."); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Indeterminate"); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsQueryingStatuses() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsQueryingStatuses() +{ + if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)")) + { + IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)"); + // Select an item type + const char* item_names[] = + { + "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat", + "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" + }; + static int item_type = 4; + static bool item_disabled = false; + ImGui::Combo("Item Type", &item_type, item_names, IM_COUNTOF(item_names), IM_COUNTOF(item_names)); + ImGui::SameLine(); + HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered()."); + ImGui::Checkbox("Item Disabled", &item_disabled); + + // Submit selected items so we can query their status in the code following it. + bool ret = false; + static bool b = false; + static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; + static char str[16] = {}; + if (item_disabled) + ImGui::BeginDisabled(true); + if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction + if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button + if (item_type == 2) { ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); ret = ImGui::Button("ITEM: Button"); ImGui::PopItemFlag(); } // Testing button (with repeater) + if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox + if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item + if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_COUNTOF(str)); } // Testing input text (which handles tabbing) + if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_COUNTOF(str)); } // Testing input text (which uses a child window) + if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input + if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 10) { ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item + if (item_type == 11) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 12) { ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node + if (item_type == 13) { ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 14) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_COUNTOF(items)); } + if (item_type == 15) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_COUNTOF(items), IM_COUNTOF(items)); } + + bool hovered_delay_none = ImGui::IsItemHovered(); + bool hovered_delay_stationary = ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary); + bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort); + bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal); + bool hovered_delay_tooltip = ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip); // = Normal + Stationary + + // Display the values of IsItemHovered() and other common item state functions. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. + // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, + // we query every state in a single call to avoid storing them and to simplify the code. + ImGui::BulletText( + "Return value = %d\n" + "IsItemFocused() = %d\n" + "IsItemHovered() = %d\n" + "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsItemHovered(_AllowWhenOverlappedByItem) = %d\n" + "IsItemHovered(_AllowWhenOverlappedByWindow) = %d\n" + "IsItemHovered(_AllowWhenDisabled) = %d\n" + "IsItemHovered(_RectOnly) = %d\n" + "IsItemActive() = %d\n" + "IsItemEdited() = %d\n" + "IsItemActivated() = %d\n" + "IsItemDeactivated() = %d\n" + "IsItemDeactivatedAfterEdit() = %d\n" + "IsItemVisible() = %d\n" + "IsItemClicked() = %d\n" + "IsItemToggledOpen() = %d\n" + "GetItemRectMin() = (%.1f, %.1f)\n" + "GetItemRectMax() = (%.1f, %.1f)\n" + "GetItemRectSize() = (%.1f, %.1f)", + ret, + ImGui::IsItemFocused(), + ImGui::IsItemHovered(), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByWindow), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled), + ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), + ImGui::IsItemActive(), + ImGui::IsItemEdited(), + ImGui::IsItemActivated(), + ImGui::IsItemDeactivated(), + ImGui::IsItemDeactivatedAfterEdit(), + ImGui::IsItemVisible(), + ImGui::IsItemClicked(), + ImGui::IsItemToggledOpen(), + ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, + ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, + ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y + ); + ImGui::BulletText( + "with Hovering Delay or Stationary test:\n" + "IsItemHovered() = %d\n" + "IsItemHovered(_Stationary) = %d\n" + "IsItemHovered(_DelayShort) = %d\n" + "IsItemHovered(_DelayNormal) = %d\n" + "IsItemHovered(_Tooltip) = %d", + hovered_delay_none, hovered_delay_stationary, hovered_delay_short, hovered_delay_normal, hovered_delay_tooltip); + + if (item_disabled) + ImGui::EndDisabled(); + + char buf[1] = ""; + ImGui::InputText("unused", buf, IM_COUNTOF(buf), ImGuiInputTextFlags_ReadOnly); + ImGui::SameLine(); + HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status."); ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Widgets/Vertical Sliders"); + if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)")) + { + IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)"); + static bool embed_all_inside_a_child_window = false; + ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window); + if (embed_all_inside_a_child_window) + ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), ImGuiChildFlags_Borders); + + // Testing IsWindowFocused() function with its various flags. + ImGui::BulletText( + "IsWindowFocused() = %d\n" + "IsWindowFocused(_ChildWindows) = %d\n" + "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" + "IsWindowFocused(_RootWindow) = %d\n" + "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n" + "IsWindowFocused(_AnyWindow) = %d\n", + ImGui::IsWindowFocused(), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); + + // Testing IsWindowHovered() function with its various flags. + ImGui::BulletText( + "IsWindowHovered() = %d\n" + "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsWindowHovered(_ChildWindows) = %d\n" + "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" + "IsWindowHovered(_RootWindow) = %d\n" + "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AnyWindow) = %d\n" + "IsWindowHovered(_Stationary) = %d\n", + ImGui::IsWindowHovered(), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary)); + + ImGui::BeginChild("child", ImVec2(0, 50), ImGuiChildFlags_Borders); + ImGui::Text("This is another child window for testing the _ChildWindows flag."); + ImGui::EndChild(); + if (embed_all_inside_a_child_window) + ImGui::EndChild(); + + // Calling IsItemHovered() after begin returns the hovered status of the title bar. + // This is useful in particular if you want to create a context menu associated to the title bar of a window. + // This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties). + static bool test_window = false; + ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); + if (test_window) + { + // FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck. + // Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"? + ImGui::Begin("Title bar Hovered/Active tests", &test_window); + if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() + { + if (ImGui::MenuItem("Close")) { test_window = false; } + ImGui::EndPopup(); + } + ImGui::Text( + "IsItemHovered() after begin = %d (== is title bar hovered)\n" + "IsItemActive() after begin = %d (== is window being clicked/moved)\n", + ImGui::IsItemHovered(), ImGui::IsItemActive()); + ImGui::End(); + } + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsSelectables() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsSelectables() +{ + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Selectables")) + { + IMGUI_DEMO_MARKER("Widgets/Selectables"); + // Selectable() has 2 overloads: + // - The one taking "bool selected" as a read-only selection information. + // When Selectable() has been clicked it returns true and you can alter selection state accordingly. + // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) + // The earlier is more flexible, as in real application your selection may be stored in many different ways + // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc). + IMGUI_DEMO_MARKER("Widgets/Selectables/Basic"); + if (ImGui::TreeNode("Basic")) + { + static bool selection[5] = { false, true, false, false }; + ImGui::Selectable("1. I am selectable", &selection[0]); + ImGui::Selectable("2. I am selectable", &selection[1]); + ImGui::Selectable("3. I am selectable", &selection[2]); + if (ImGui::Selectable("4. I am double clickable", selection[3], ImGuiSelectableFlags_AllowDoubleClick)) + if (ImGui::IsMouseDoubleClicked(0)) + selection[3] = !selection[3]; + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line"); + if (ImGui::TreeNode("Multiple items on the same line")) + { + IMGUI_DEMO_MARKER("Widgets/Selectables/Multiple items on the same line"); + // - Using SetNextItemAllowOverlap() + // - Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically. + { + static bool selected[3] = {}; + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("hello.h", &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3"); + } + + // (2) + // - Using ImGuiSelectableFlags_AllowOverlap is a shortcut for calling SetNextItemAllowOverlap() + // - No visible label, display contents inside the selectable bounds. + // - We don't maintain actual selection in this example to keep things simple. + ImGui::Spacing(); + { + static bool checked[5] = {}; + static int selected_n = 0; + const float color_marker_w = ImGui::CalcTextSize("x").x; + for (int n = 0; n < 5; n++) + { + ImGui::PushID(n); + ImGui::AlignTextToFramePadding(); + if (ImGui::Selectable("##selectable", selected_n == n, ImGuiSelectableFlags_AllowOverlap)) + selected_n = n; + ImGui::SameLine(0, 0); + ImGui::Checkbox("##check", &checked[n]); + ImGui::SameLine(); + ImVec4 color((n & 1) ? 1.0f : 0.2f, (n & 2) ? 1.0f : 0.2f, 0.2f, 1.0f); + ImGui::ColorButton("##color", color, ImGuiColorEditFlags_NoTooltip, ImVec2(color_marker_w, 0)); + ImGui::SameLine(); + ImGui::Text("Some label"); + ImGui::PopID(); + } + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("In Tables")) + { + IMGUI_DEMO_MARKER("Widgets/Selectables/In Tables"); + static bool selected[10] = {}; + + if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap + } + ImGui::EndTable(); + } + ImGui::Spacing(); + if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns); + ImGui::TableNextColumn(); + ImGui::Text("Some other contents"); + ImGui::TableNextColumn(); + ImGui::Text("123456"); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Grid")) + { + IMGUI_DEMO_MARKER("Widgets/Selectables/Grid"); + static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }; + + // Add in a bit of silly fun... + const float time = (float)ImGui::GetTime(); + const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected... + if (winning_state) + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f))); + + const float size = ImGui::CalcTextSize("Sailor").x; + for (int y = 0; y < 4; y++) + for (int x = 0; x < 4; x++) + { + if (x > 0) + ImGui::SameLine(); + ImGui::PushID(y * 4 + x); + if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(size, size))) + { + // Toggle clicked cell + toggle neighbors + selected[y][x] ^= 1; + if (x > 0) { selected[y][x - 1] ^= 1; } + if (x < 3) { selected[y][x + 1] ^= 1; } + if (y > 0) { selected[y - 1][x] ^= 1; } + if (y < 3) { selected[y + 1][x] ^= 1; } + } + ImGui::PopID(); + } + + if (winning_state) + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + if (ImGui::TreeNode("Alignment")) + { + IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment"); + HelpMarker( + "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " + "basis using PushStyleVar(). You'll probably want to always keep your default situation to " + "left-align otherwise it becomes difficult to layout multiple items on a same line"); + + static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true }; + const float size = ImGui::CalcTextSize("(1.0,1.0)").x; + for (int y = 0; y < 3; y++) + { + for (int x = 0; x < 3; x++) + { + ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f); + char name[32]; + sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); + if (x > 0) ImGui::SameLine(); + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); + ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(size, size)); + ImGui::PopStyleVar(); + } + } + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsSelectionAndMultiSelect() +//----------------------------------------------------------------------------- +// Multi-selection demos +// Also read: https://github.com/ocornut/imgui/wiki/Multi-Select +//----------------------------------------------------------------------------- + +static const char* ExampleNames[] = +{ + "Artichoke", "Arugula", "Asparagus", "Avocado", "Bamboo Shoots", "Bean Sprouts", "Beans", "Beet", "Belgian Endive", "Bell Pepper", + "Bitter Gourd", "Bok Choy", "Broccoli", "Brussels Sprouts", "Burdock Root", "Cabbage", "Calabash", "Capers", "Carrot", "Cassava", + "Cauliflower", "Celery", "Celery Root", "Celcuce", "Chayote", "Chinese Broccoli", "Corn", "Cucumber" +}; + +// Extra functions to add deletion support to ImGuiSelectionBasicStorage +struct ExampleSelectionWithDeletion : ImGuiSelectionBasicStorage +{ + // Find which item should be Focused after deletion. + // Call _before_ item submission. Return an index in the before-deletion item list, your item loop should call SetKeyboardFocusHere() on it. + // The subsequent ApplyDeletionPostLoop() code will use it to apply Selection. + // - We cannot provide this logic in core Dear ImGui because we don't have access to selection data. + // - We don't actually manipulate the ImVector<> here, only in ApplyDeletionPostLoop(), but using similar API for consistency and flexibility. + // - Important: Deletion only works if the underlying ImGuiID for your items are stable: aka not depend on their index, but on e.g. item id/ptr. + // FIXME-MULTISELECT: Doesn't take account of the possibility focus target will be moved during deletion. Need refocus or scroll offset. + int ApplyDeletionPreLoop(ImGuiMultiSelectIO* ms_io, int items_count) + { + if (Size == 0) + return -1; + + // If focused item is not selected... + const int focused_idx = (int)ms_io->NavIdItem; // Index of currently focused item + if (ms_io->NavIdSelected == false) // This is merely a shortcut, == Contains(adapter->IndexToStorage(items, focused_idx)) + { + ms_io->RangeSrcReset = true; // Request to recover RangeSrc from NavId next frame. Would be ok to reset even when NavIdSelected==true, but it would take an extra frame to recover RangeSrc when deleting a selected item. + return focused_idx; // Request to focus same item after deletion. + } + + // If focused item is selected: land on first unselected item after focused item. + for (int idx = focused_idx + 1; idx < items_count; idx++) + if (!Contains(GetStorageIdFromIndex(idx))) + return idx; + + // If focused item is selected: otherwise return last unselected item before focused item. + for (int idx = IM_MIN(focused_idx, items_count) - 1; idx >= 0; idx--) + if (!Contains(GetStorageIdFromIndex(idx))) + return idx; + + return -1; + } + + // Rewrite item list (delete items) + update selection. + // - Call after EndMultiSelect() + // - We cannot provide this logic in core Dear ImGui because we don't have access to your items, nor to selection data. + template + void ApplyDeletionPostLoop(ImGuiMultiSelectIO* ms_io, ImVector& items, int item_curr_idx_to_select) + { + // Rewrite item list (delete items) + convert old selection index (before deletion) to new selection index (after selection). + // If NavId was not part of selection, we will stay on same item. + ImVector new_items; + new_items.reserve(items.Size - Size); + int item_next_idx_to_select = -1; + for (int idx = 0; idx < items.Size; idx++) + { + if (!Contains(GetStorageIdFromIndex(idx))) + new_items.push_back(items[idx]); + if (item_curr_idx_to_select == idx) + item_next_idx_to_select = new_items.Size - 1; + } + items.swap(new_items); + + // Update selection + Clear(); + if (item_next_idx_to_select != -1 && ms_io->NavIdSelected) + SetItemSelected(GetStorageIdFromIndex(item_next_idx_to_select), true); + } +}; + +// Example: Implement dual list box storage and interface +struct ExampleDualListBox +{ + ImVector Items[2]; // ID is index into ExampleName[] + ImGuiSelectionBasicStorage Selections[2]; // Store ExampleItemId into selection + bool OptKeepSorted = true; + + void MoveAll(int src, int dst) + { + IM_ASSERT((src == 0 && dst == 1) || (src == 1 && dst == 0)); + for (ImGuiID item_id : Items[src]) + Items[dst].push_back(item_id); + Items[src].clear(); + SortItems(dst); + Selections[src].Swap(Selections[dst]); + Selections[src].Clear(); + } + void MoveSelected(int src, int dst) + { + for (int src_n = 0; src_n < Items[src].Size; src_n++) + { + ImGuiID item_id = Items[src][src_n]; + if (!Selections[src].Contains(item_id)) + continue; + Items[src].erase(&Items[src][src_n]); // FIXME-OPT: Could be implemented more optimally (rebuild src items and swap) + Items[dst].push_back(item_id); + src_n--; + } + if (OptKeepSorted) + SortItems(dst); + Selections[src].Swap(Selections[dst]); + Selections[src].Clear(); + } + void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, int side) + { + // In this example we store item id in selection (instead of item index) + Selections[side].UserData = Items[side].Data; + Selections[side].AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImGuiID* items = (ImGuiID*)self->UserData; return items[idx]; }; + Selections[side].ApplyRequests(ms_io); + } + static int IMGUI_CDECL CompareItemsByValue(const void* lhs, const void* rhs) + { + const int* a = (const int*)lhs; + const int* b = (const int*)rhs; + return *a - *b; + } + void SortItems(int n) + { + qsort(Items[n].Data, (size_t)Items[n].Size, sizeof(Items[n][0]), CompareItemsByValue); + } + void Show() + { + //if (ImGui::Checkbox("Sorted", &OptKeepSorted) && OptKeepSorted) { SortItems(0); SortItems(1); } + if (ImGui::BeginTable("split", 3, ImGuiTableFlags_None)) + { + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Left side + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); // Buttons + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Right side + ImGui::TableNextRow(); + + int request_move_selected = -1; + int request_move_all = -1; + float child_height_0 = 0.0f; + for (int side = 0; side < 2; side++) + { + // FIXME-MULTISELECT: Dual List Box: Add context menus + // FIXME-NAV: Using ImGuiWindowFlags_NavFlattened exhibit many issues. + ImVector& items = Items[side]; + ImGuiSelectionBasicStorage& selection = Selections[side]; + + ImGui::TableSetColumnIndex((side == 0) ? 0 : 2); + ImGui::Text("%s (%d)", (side == 0) ? "Available" : "Basket", items.Size); + + // Submit scrolling range to avoid glitches on moving/deletion + const float items_height = ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + + bool child_visible; + if (side == 0) + { + // Left child is resizable + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetFrameHeightWithSpacing() * 4), ImVec2(FLT_MAX, FLT_MAX)); + child_visible = ImGui::BeginChild("0", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY); + child_height_0 = ImGui::GetWindowSize().y; + } + else + { + // Right child use same height as left one + child_visible = ImGui::BeginChild("1", ImVec2(-FLT_MIN, child_height_0), ImGuiChildFlags_FrameStyle); + } + if (child_visible) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + ApplySelectionRequests(ms_io, side); + + for (int item_n = 0; item_n < items.Size; item_n++) + { + ImGuiID item_id = items[item_n]; + bool item_is_selected = selection.Contains(item_id); + ImGui::SetNextItemSelectionUserData(item_n); + ImGui::Selectable(ExampleNames[item_id], item_is_selected, ImGuiSelectableFlags_AllowDoubleClick); + if (ImGui::IsItemFocused()) + { + // FIXME-MULTISELECT: Dual List Box: Transfer focus + if (ImGui::IsKeyPressed(ImGuiKey_Enter) || ImGui::IsKeyPressed(ImGuiKey_KeypadEnter)) + request_move_selected = side; + if (ImGui::IsMouseDoubleClicked(0)) // FIXME-MULTISELECT: Double-click on multi-selection? + request_move_selected = side; + } + } + + ms_io = ImGui::EndMultiSelect(); + ApplySelectionRequests(ms_io, side); + } + ImGui::EndChild(); + } + + // Buttons columns + ImGui::TableSetColumnIndex(1); + ImGui::NewLine(); + //ImVec2 button_sz = { ImGui::CalcTextSize(">>").x + ImGui::GetStyle().FramePadding.x * 2.0f, ImGui::GetFrameHeight() + padding.y * 2.0f }; + ImVec2 button_sz = { ImGui::GetFrameHeight(), ImGui::GetFrameHeight() }; + + // (Using BeginDisabled()/EndDisabled() works but feels distracting given how it is currently visualized) + if (ImGui::Button(">>", button_sz)) + request_move_all = 0; + if (ImGui::Button(">", button_sz)) + request_move_selected = 0; + if (ImGui::Button("<", button_sz)) + request_move_selected = 1; + if (ImGui::Button("<<", button_sz)) + request_move_all = 1; + + // Process requests + if (request_move_all != -1) + MoveAll(request_move_all, request_move_all ^ 1); + if (request_move_selected != -1) + MoveSelected(request_move_selected, request_move_selected ^ 1); + + // FIXME-MULTISELECT: Support action from outside + /* + if (OptKeepSorted == false) + { + ImGui::NewLine(); + if (ImGui::ArrowButton("MoveUp", ImGuiDir_Up)) {} + if (ImGui::ArrowButton("MoveDown", ImGuiDir_Down)) {} + } + */ + + ImGui::EndTable(); + } + } +}; + +static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_data) +{ + if (ImGui::TreeNode("Selection State & Multi-Select")) + { + IMGUI_DEMO_MARKER("Widgets/Selection State & Multi-Select"); + HelpMarker("Selections can be built using Selectable(), TreeNode() or other widgets. Selection state is owned by application code/data."); + + ImGui::BulletText("Wiki page:"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("imgui/wiki/Multi-Select", "https://github.com/ocornut/imgui/wiki/Multi-Select"); + + // Without any fancy API: manage single-selection yourself. + if (ImGui::TreeNode("Single-Select")) + { + IMGUI_DEMO_MARKER("Widgets/Selection State/Single-Select"); + static int selected = -1; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selected == n)) + selected = n; + } + ImGui::TreePop(); + } + + // Demonstrate implementation a most-basic form of multi-selection manually + // This doesn't support the Shift modifier which requires BeginMultiSelect()! + if (ImGui::TreeNode("Multi-Select (manual/simplified, without BeginMultiSelect)")) + { + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (manual/simplified, without BeginMultiSelect)"); + HelpMarker("Hold Ctrl and Click to select multiple items."); + static bool selection[5] = { false, false, false, false, false }; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selection[n])) + { + if (!ImGui::GetIO().KeyCtrl) // Clear selection when Ctrl is not held + memset(selection, 0, sizeof(selection)); + selection[n] ^= 1; // Toggle current item + } + } + ImGui::TreePop(); + } + + // Demonstrate handling proper multi-selection using the BeginMultiSelect/EndMultiSelect API. + // Shift+Click w/ Ctrl and other standard features are supported. + // We use the ImGuiSelectionBasicStorage helper which you may freely reimplement. + if (ImGui::TreeNode("Multi-Select")) + { + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select"); + ImGui::Text("Supported features:"); + ImGui::BulletText("Keyboard navigation (arrows, page up/down, home/end, space)."); + ImGui::BulletText("Ctrl modifier to preserve and toggle selection."); + ImGui::BulletText("Shift modifier for range selection."); + ImGui::BulletText("Ctrl+A to select all."); + ImGui::BulletText("Escape to clear selection."); + ImGui::BulletText("Click and drag to box-select."); + ImGui::Text("Tip: Use 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen."); + + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + const int ITEMS_COUNT = 50; + static ImGuiSelectionBasicStorage selection; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + + // The BeginChild() has no purpose for selection logic, other that offering a scrolling region. + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + for (int n = 0; n < ITEMS_COUNT; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_COUNTOF(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() + if (ImGui::TreeNode("Multi-Select (with clipper)")) + { + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with clipper)"); + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + static ImGuiSelectionBasicStorage selection; + + ImGui::Text("Added features:"); + ImGui::BulletText("Using ImGuiListClipper."); + + const int ITEMS_COUNT = 10000; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + while (clipper.Step()) + { + for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_COUNTOF(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Demonstrate dynamic item list + deletion support using the BeginMultiSelect/EndMultiSelect API. + // In order to support Deletion without any glitches you need to: + // - (1) If items are submitted in their own scrolling area, submit contents size SetNextWindowContentSize() ahead of time to prevent one-frame readjustment of scrolling. + // - (2) Items needs to have persistent ID Stack identifier = ID needs to not depends on their index. PushID(index) = KO. PushID(item_id) = OK. This is in order to focus items reliably after a selection. + // - (3) BeginXXXX process + // - (4) Focus process + // - (5) EndXXXX process + if (ImGui::TreeNode("Multi-Select (with deletion)")) + { + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with deletion)"); + // Storing items data separately from selection data. + // (you may decide to store selection data inside your item (aka intrusive storage) if you don't need multiple views over same items) + // Use a custom selection.Adapter: store item identifier in Selection (instead of index) + static ImVector items; + static ExampleSelectionWithDeletion selection; + selection.UserData = (void*)&items; + selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImVector* p_items = (ImVector*)self->UserData; return (*p_items)[idx]; }; // Index -> ID + + ImGui::Text("Added features:"); + ImGui::BulletText("Dynamic list with Delete key support."); + ImGui::Text("Selection size: %d/%d", selection.Size, items.Size); + + // Initialize default list with 50 items + button to add/remove items. + static ImGuiID items_next_id = 0; + if (items_next_id == 0) + for (ImGuiID n = 0; n < 50; n++) + items.push_back(items_next_id++); + if (ImGui::SmallButton("Add 20 items")) { for (int n = 0; n < 20; n++) { items.push_back(items_next_id++); } } + ImGui::SameLine(); + if (ImGui::SmallButton("Remove 20 items")) { for (int n = IM_MIN(20, items.Size); n > 0; n--) { selection.SetItemSelected(items.back(), false); items.pop_back(); } } + + // (1) Extra to support deletion: Submit scrolling range to avoid glitches on deletion + const float items_height = ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + selection.ApplyRequests(ms_io); + + const bool want_delete = ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0); + const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1; + + for (int n = 0; n < items.Size; n++) + { + const ImGuiID item_id = items[n]; + char label[64]; + sprintf(label, "Object %05u: %s", item_id, ExampleNames[item_id % IM_COUNTOF(ExampleNames)]); + + bool item_is_selected = selection.Contains(item_id); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + if (item_curr_idx_to_focus == n) + ImGui::SetKeyboardFocusHere(-1); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + if (want_delete) + selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + + // Implement a Dual List Box (#6648) + if (ImGui::TreeNode("Multi-Select (dual list box)")) + { + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (dual list box)"); + // Init default state + static ExampleDualListBox dlb; + if (dlb.Items[0].Size == 0 && dlb.Items[1].Size == 0) + for (int item_id = 0; item_id < IM_COUNTOF(ExampleNames); item_id++) + dlb.Items[0].push_back((ImGuiID)item_id); + + // Show + dlb.Show(); + + ImGui::TreePop(); + } + + // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() + if (ImGui::TreeNode("Multi-Select (in a table)")) + { + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (in a table)"); + static ImGuiSelectionBasicStorage selection; + + const int ITEMS_COUNT = 10000; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + if (ImGui::BeginTable("##Basket", 2, ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter, ImVec2(0.0f, ImGui::GetFontSize() * 20))) + { + ImGui::TableSetupColumn("Object"); + ImGui::TableSetupColumn("Action"); + ImGui::TableSetupScrollFreeze(0, 1); + ImGui::TableHeadersRow(); + + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + while (clipper.Step()) + { + for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::PushID(n); + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_COUNTOF(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap); + ImGui::TableNextColumn(); + ImGui::SmallButton("hello"); + ImGui::PopID(); + } + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Multi-Select (checkboxes)")) + { + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (checkboxes)"); + ImGui::Text("In a list of checkboxes (not selectable):"); + ImGui::BulletText("Using _NoAutoSelect + _NoAutoClear flags."); + ImGui::BulletText("Shift+Click to check multiple boxes."); + ImGui::BulletText("Shift+Keyboard to copy current value to other boxes."); + + // If you have an array of checkboxes, you may want to use NoAutoSelect + NoAutoClear and the ImGuiSelectionExternalStorage helper. + static bool items[20] = {}; + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_NoAutoSelect | ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_ClearOnEscape; + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); // Cannot use ImGuiMultiSelectFlags_BoxSelect1d as checkboxes are varying width. + + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) + { + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, -1, IM_COUNTOF(items)); + ImGuiSelectionExternalStorage storage_wrapper; + storage_wrapper.UserData = (void*)items; + storage_wrapper.AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int n, bool selected) { bool* array = (bool*)self->UserData; array[n] = selected; }; + storage_wrapper.ApplyRequests(ms_io); + for (int n = 0; n < 20; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Checkbox(label, &items[n]); + } + ms_io = ImGui::EndMultiSelect(); + storage_wrapper.ApplyRequests(ms_io); + } + ImGui::EndChild(); + + ImGui::TreePop(); + } + + // Demonstrate individual selection scopes in same window + if (ImGui::TreeNode("Multi-Select (multiple scopes)")) + { + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (multiple scopes)"); + // Use default select: Pass index to SetNextItemSelectionUserData(), store index in Selection + const int SCOPES_COUNT = 3; + const int ITEMS_COUNT = 8; // Per scope + static ImGuiSelectionBasicStorage selections_data[SCOPES_COUNT]; + + // Use ImGuiMultiSelectFlags_ScopeRect to not affect other selections in same window. + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ScopeRect | ImGuiMultiSelectFlags_ClearOnEscape;// | ImGuiMultiSelectFlags_ClearOnClickVoid; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow)) + flags &= ~ImGuiMultiSelectFlags_ScopeRect; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect)) + flags &= ~ImGuiMultiSelectFlags_ScopeWindow; + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d); + + for (int selection_scope_n = 0; selection_scope_n < SCOPES_COUNT; selection_scope_n++) + { + ImGui::PushID(selection_scope_n); + ImGuiSelectionBasicStorage* selection = &selections_data[selection_scope_n]; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection->Size, ITEMS_COUNT); + selection->ApplyRequests(ms_io); + + ImGui::SeparatorText("Selection scope"); + ImGui::Text("Selection size: %d/%d", selection->Size, ITEMS_COUNT); + + for (int n = 0; n < ITEMS_COUNT; n++) + { + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_COUNTOF(ExampleNames)]); + bool item_is_selected = selection->Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection->ApplyRequests(ms_io); + ImGui::PopID(); + } + ImGui::TreePop(); + } + + // See ShowExampleAppAssetsBrowser() + if (ImGui::TreeNode("Multi-Select (tiled assets browser)")) + { + ImGui::Checkbox("Assets Browser", &demo_data->ShowAppAssetsBrowser); + ImGui::Text("(also access from 'Examples->Assets Browser' in menu)"); + ImGui::TreePop(); + } + + // Demonstrate supporting multiple-selection in a tree. + // - We don't use linear indices for selection user data, but our ExampleTreeNode* pointer directly! + // This showcase how SetNextItemSelectionUserData() never assume indices! + // - The difficulty here is to "interpolate" from RangeSrcItem to RangeDstItem in the SetAll/SetRange request. + // We want this interpolation to match what the user sees: in visible order, skipping closed nodes. + // This is implemented by our TreeGetNextNodeInVisibleOrder() user-space helper. + // - Important: In a real codebase aiming to implement full-featured selectable tree with custom filtering, you + // are more likely to build an array mapping sequential indices to visible tree nodes, since your + // filtering/search + clipping process will benefit from it. Having this will make this interpolation much easier. + // - Consider this a prototype: we are working toward simplifying some of it. + if (ImGui::TreeNode("Multi-Select (trees)")) + { + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (trees)"); + HelpMarker( + "This is rather advanced and experimental. If you are getting started with multi-select, " + "please don't start by looking at how to use it for a tree!\n\n" + "Future versions will try to simplify and formalize some of this."); + + struct ExampleTreeFuncs + { + static void DrawNode(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection) + { + ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + tree_node_flags |= ImGuiTreeNodeFlags_NavLeftJumpsToParent; // Enable pressing left to jump to parent + if (node->Childs.Size == 0) + tree_node_flags |= ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_Leaf; + if (selection->Contains((ImGuiID)node->UID)) + tree_node_flags |= ImGuiTreeNodeFlags_Selected; + + // Using SetNextItemStorageID() to specify storage id, so we can easily peek into + // the storage holding open/close stage, using our TreeNodeGetOpen/TreeNodeSetOpen() functions. + ImGui::SetNextItemSelectionUserData((ImGuiSelectionUserData)(intptr_t)node); + ImGui::SetNextItemStorageID((ImGuiID)node->UID); + if (ImGui::TreeNodeEx(node->Name, tree_node_flags)) + { + for (ExampleTreeNode* child : node->Childs) + DrawNode(child, selection); + ImGui::TreePop(); + } + else if (ImGui::IsItemToggledOpen()) + { + TreeCloseAndUnselectChildNodes(node, selection); + } + } + + // When closing a node: 1) close and unselect all child nodes, 2) select parent if any child was selected. + // FIXME: This is currently handled by user logic but I'm hoping to eventually provide tree node + // features to do this automatically, e.g. a ImGuiTreeNodeFlags_AutoCloseChildNodes etc. + static int TreeCloseAndUnselectChildNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, int depth = 0) + { + // Recursive close (the test for depth == 0 is because we call this on a node that was just closed!) + int unselected_count = selection->Contains((ImGuiID)node->UID) ? 1 : 0; + if (depth == 0 || ImGui::TreeNodeGetOpen((ImGuiID)node->UID)) + { + for (ExampleTreeNode* child : node->Childs) + unselected_count += TreeCloseAndUnselectChildNodes(child, selection, depth + 1); + ImGui::TreeNodeSetOpen((ImGuiID)node->UID, false); + } + + // Select root node if any of its child was selected, otherwise unselect + selection->SetItemSelected((ImGuiID)node->UID, (depth == 0 && unselected_count > 0)); + return unselected_count; + } + + // Apply multi-selection requests + static void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, ExampleTreeNode* tree, ImGuiSelectionBasicStorage* selection) + { + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + { + if (req.Selected) + TreeSetAllInOpenNodes(tree, selection, req.Selected); + else + selection->Clear(); + } + else if (req.Type == ImGuiSelectionRequestType_SetRange) + { + ExampleTreeNode* first_node = (ExampleTreeNode*)(intptr_t)req.RangeFirstItem; + ExampleTreeNode* last_node = (ExampleTreeNode*)(intptr_t)req.RangeLastItem; + for (ExampleTreeNode* node = first_node; node != NULL; node = TreeGetNextNodeInVisibleOrder(node, last_node)) + selection->SetItemSelected((ImGuiID)node->UID, req.Selected); + } + } + } + + static void TreeSetAllInOpenNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, bool selected) + { + if (node->Parent != NULL) // Root node isn't visible nor selectable in our scheme + selection->SetItemSelected((ImGuiID)node->UID, selected); + if (node->Parent == NULL || ImGui::TreeNodeGetOpen((ImGuiID)node->UID)) + for (ExampleTreeNode* child : node->Childs) + TreeSetAllInOpenNodes(child, selection, selected); + } + + // Interpolate in *user-visible order* AND only *over opened nodes*. + // If you have a sequential mapping tables (e.g. generated after a filter/search pass) this would be simpler. + // Here the tricks are that: + // - we store/maintain ExampleTreeNode::IndexInParent which allows implementing a linear iterator easily, without searches, without recursion. + // this could be replaced by a search in parent, aka 'int index_in_parent = curr_node->Parent->Childs.find_index(curr_node)' + // which would only be called when crossing from child to a parent, aka not too much. + // - we call SetNextItemStorageID() before our TreeNode() calls with an ID which doesn't relate to UI stack, + // making it easier to call TreeNodeGetOpen()/TreeNodeSetOpen() from any location. + static ExampleTreeNode* TreeGetNextNodeInVisibleOrder(ExampleTreeNode* curr_node, ExampleTreeNode* last_node) + { + // Reached last node + if (curr_node == last_node) + return NULL; + + // Recurse into childs. Query storage to tell if the node is open. + if (curr_node->Childs.Size > 0 && ImGui::TreeNodeGetOpen((ImGuiID)curr_node->UID)) + return curr_node->Childs[0]; + + // Next sibling, then into our own parent + while (curr_node->Parent != NULL) + { + if (curr_node->IndexInParent + 1 < curr_node->Parent->Childs.Size) + return curr_node->Parent->Childs[curr_node->IndexInParent + 1]; + curr_node = curr_node->Parent; + } + return NULL; + } + + }; // ExampleTreeFuncs + + static ImGuiSelectionBasicStorage selection; + if (demo_data->DemoTree == NULL) + demo_data->DemoTree = ExampleTree_CreateDemoTree(); // Create tree once + ImGui::Text("Selection size: %d", selection.Size); + + if (ImGui::BeginChild("##Tree", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ExampleTreeNode* tree = demo_data->DemoTree; + ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect2d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, selection.Size, -1); + ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection); + for (ExampleTreeNode* node : tree->Childs) + ExampleTreeFuncs::DrawNode(node, &selection); + ms_io = ImGui::EndMultiSelect(); + ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection); + } + ImGui::EndChild(); + + ImGui::TreePop(); + } + + // Advanced demonstration of BeginMultiSelect() + // - Showcase clipping. + // - Showcase deletion. + // - Showcase basic drag and drop. + // - Showcase TreeNode variant (note that tree node don't expand in the demo: supporting expanding tree nodes + clipping a separate thing). + // - Showcase using inside a table. + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Multi-Select (advanced)")) + { + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (advanced)"); + // Options + enum WidgetType { WidgetType_Selectable, WidgetType_TreeNode }; + static bool use_clipper = true; + static bool use_deletion = true; + static bool use_drag_drop = true; + static bool show_in_table = false; + static bool show_color_button = true; + static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + static WidgetType widget_type = WidgetType_Selectable; + + if (ImGui::TreeNode("Options")) + { + if (ImGui::RadioButton("Selectables", widget_type == WidgetType_Selectable)) { widget_type = WidgetType_Selectable; } + ImGui::SameLine(); + if (ImGui::RadioButton("Tree nodes", widget_type == WidgetType_TreeNode)) { widget_type = WidgetType_TreeNode; } + ImGui::SameLine(); + HelpMarker("TreeNode() is technically supported but... using this correctly is more complicated (you need some sort of linear/random access to your tree, which is suited to advanced trees setups already implementing filters and clipper. We will work toward simplifying and demoing this.\n\nFor now the tree demo is actually a little bit meaningless because it is an empty tree with only root nodes."); + ImGui::Checkbox("Enable clipper", &use_clipper); + ImGui::Checkbox("Enable deletion", &use_deletion); + ImGui::Checkbox("Enable drag & drop", &use_drag_drop); + ImGui::Checkbox("Show in a table", &show_in_table); + ImGui::Checkbox("Show color button", &show_color_button); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SingleSelect", &flags, ImGuiMultiSelectFlags_SingleSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoSelectAll", &flags, ImGuiMultiSelectFlags_NoSelectAll); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoRangeSelect", &flags, ImGuiMultiSelectFlags_NoRangeSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClearOnReselect", &flags, ImGuiMultiSelectFlags_NoAutoClearOnReselect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoSelectOnRightClick", &flags, ImGuiMultiSelectFlags_NoSelectOnRightClick); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelectNoScroll", &flags, ImGuiMultiSelectFlags_BoxSelectNoScroll); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnEscape", &flags, ImGuiMultiSelectFlags_ClearOnEscape); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid); + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow)) + flags &= ~ImGuiMultiSelectFlags_ScopeRect; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect)) + flags &= ~ImGuiMultiSelectFlags_ScopeWindow; + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnAuto", &flags, ImGuiMultiSelectFlags_SelectOnAuto)) + flags &= ~(ImGuiMultiSelectFlags_SelectOnMask_ ^ ImGuiMultiSelectFlags_SelectOnAuto); + ImGui::SameLine(); HelpMarker("Apply selection on mouse down when clicking on unselected item, on mouse up when clicking on selected item. (Default)"); + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickAlways", &flags, ImGuiMultiSelectFlags_SelectOnClickAlways)) + flags &= ~(ImGuiMultiSelectFlags_SelectOnMask_ ^ ImGuiMultiSelectFlags_SelectOnClickAlways); + ImGui::SameLine(); HelpMarker("Prevents Drag and Drop from being used on multi-selection, but allows e.g. BoxSelect to always reselect even when clicking inside an existing selection. (Excel style behavior)"); + if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickRelease", &flags, ImGuiMultiSelectFlags_SelectOnClickRelease)) + flags &= ~(ImGuiMultiSelectFlags_SelectOnMask_ ^ ImGuiMultiSelectFlags_SelectOnClickRelease); + ImGui::SameLine(); HelpMarker("Allow dragging an unselected item without altering selection."); + ImGui::TreePop(); + } + + // Initialize default list with 1000 items. + // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection + static ImVector items; + static int items_next_id = 0; + if (items_next_id == 0) { for (int n = 0; n < 1000; n++) { items.push_back(items_next_id++); } } + static ExampleSelectionWithDeletion selection; + static bool request_deletion_from_menu = false; // Queue deletion triggered from context menu + + ImGui::Text("Selection size: %d/%d", selection.Size, items.Size); + + const float items_height = (widget_type == WidgetType_TreeNode) ? ImGui::GetTextLineHeight() : ImGui::GetTextLineHeightWithSpacing(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height)); + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ImVec2 color_button_sz(ImGui::GetFontSize(), ImGui::GetFontSize()); + if (widget_type == WidgetType_TreeNode) + ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f); + + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); + selection.ApplyRequests(ms_io); + + const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0)) || request_deletion_from_menu; + const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1; + request_deletion_from_menu = false; + + if (show_in_table) + { + if (widget_type == WidgetType_TreeNode) + ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(0.0f, 0.0f)); + ImGui::BeginTable("##Split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_NoPadOuterX); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.70f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.30f); + //ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f); + } + + ImGuiListClipper clipper; + if (use_clipper) + { + clipper.Begin(items.Size); + if (item_curr_idx_to_focus != -1) + clipper.IncludeItemByIndex(item_curr_idx_to_focus); // Ensure focused item is not clipped. + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + } + + while (!use_clipper || clipper.Step()) + { + const int item_begin = use_clipper ? clipper.DisplayStart : 0; + const int item_end = use_clipper ? clipper.DisplayEnd : items.Size; + for (int n = item_begin; n < item_end; n++) + { + if (show_in_table) + ImGui::TableNextColumn(); + + const int item_id = items[n]; + const char* item_category = ExampleNames[item_id % IM_COUNTOF(ExampleNames)]; + char label[64]; + sprintf(label, "Object %05d: %s", item_id, item_category); + + // IMPORTANT: for deletion refocus to work we need object ID to be stable, + // aka not depend on their index in the list. Here we use our persistent item_id + // instead of index to build a unique ID that will persist. + // (If we used PushID(index) instead, focus wouldn't be restored correctly after deletion). + ImGui::PushID(item_id); + + // Emit a color button, to test that Shift+LeftArrow landing on an item that is not part + // of the selection scope doesn't erroneously alter our selection. + if (show_color_button) + { + ImU32 dummy_col = (ImU32)((unsigned int)n * 0xC250B74B) | IM_COL32_A_MASK; + ImGui::ColorButton("##", ImColor(dummy_col), ImGuiColorEditFlags_NoTooltip, color_button_sz); + ImGui::SameLine(); + } + + // Submit item + bool item_is_selected = selection.Contains((ImGuiID)n); + bool item_is_open = false; + ImGui::SetNextItemSelectionUserData(n); + if (widget_type == WidgetType_Selectable) + { + ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_None); + } + else if (widget_type == WidgetType_TreeNode) + { + ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + if (item_is_selected) + tree_node_flags |= ImGuiTreeNodeFlags_Selected; + item_is_open = ImGui::TreeNodeEx(label, tree_node_flags); + } + + // Focus (for after deletion) + if (item_curr_idx_to_focus == n) + ImGui::SetKeyboardFocusHere(-1); + + // Drag and Drop + if (use_drag_drop && ImGui::BeginDragDropSource()) + { + // Create payload with full selection OR single unselected item. + // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease) + if (ImGui::GetDragDropPayload() == NULL) + { + ImVector payload_items; + void* it = NULL; + ImGuiID id = 0; + if (!item_is_selected) + payload_items.push_back(item_id); + else + while (selection.GetNextSelectedItem(&it, &id)) + payload_items.push_back((int)id); + ImGui::SetDragDropPayload("MULTISELECT_DEMO_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes()); + } + + // Display payload content in tooltip + const ImGuiPayload* payload = ImGui::GetDragDropPayload(); + const int* payload_items = (int*)payload->Data; + const int payload_count = (int)payload->DataSize / (int)sizeof(int); + if (payload_count == 1) + ImGui::Text("Object %05d: %s", payload_items[0], ExampleNames[payload_items[0] % IM_COUNTOF(ExampleNames)]); + else + ImGui::Text("Dragging %d objects", payload_count); + + ImGui::EndDragDropSource(); + } + + if (widget_type == WidgetType_TreeNode && item_is_open) + ImGui::TreePop(); + + // Right-click: context menu + if (ImGui::BeginPopupContextItem()) + { + ImGui::BeginDisabled(!use_deletion || selection.Size == 0); + sprintf(label, "Delete %d item(s)###DeleteSelected", selection.Size); + if (ImGui::Selectable(label)) + request_deletion_from_menu = true; + ImGui::EndDisabled(); + ImGui::Selectable("Close"); + ImGui::EndPopup(); + } + + // Demo content within a table + if (show_in_table) + { + ImGui::TableNextColumn(); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::InputText("##NoLabel", (char*)(void*)item_category, strlen(item_category), ImGuiInputTextFlags_ReadOnly); + ImGui::PopStyleVar(); + } + + ImGui::PopID(); + } + if (!use_clipper) + break; + } + + if (show_in_table) + { + ImGui::EndTable(); + if (widget_type == WidgetType_TreeNode) + ImGui::PopStyleVar(); + } + + // Apply multi-select requests + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + if (want_delete) + selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus); + + if (widget_type == WidgetType_TreeNode) + ImGui::PopStyleVar(); + } + ImGui::EndChild(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTabs() +//----------------------------------------------------------------------------- + +static void EditTabBarFittingPolicyFlags(ImGuiTabBarFlags* p_flags) +{ + if ((*p_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + *p_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyMixed", p_flags, ImGuiTabBarFlags_FittingPolicyMixed)) + *p_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyMixed); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyShrink", p_flags, ImGuiTabBarFlags_FittingPolicyShrink)) + *p_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyShrink); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", p_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + *p_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); +} + +static void DemoWindowWidgetsTabs() +{ + if (ImGui::TreeNode("Tabs")) + { + IMGUI_DEMO_MARKER("Widgets/Tabs"); + if (ImGui::TreeNode("Basic")) + { + IMGUI_DEMO_MARKER("Widgets/Tabs/Basic"); + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + if (ImGui::BeginTabItem("Avocado")) + { + ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Broccoli")) + { + ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Cucumber")) + { + ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Advanced & Close Button")) + { + IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button"); + // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; + ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_DrawSelectedOverline", &tab_bar_flags, ImGuiTabBarFlags_DrawSelectedOverline); + EditTabBarFittingPolicyFlags(&tab_bar_flags); + + // Tab Bar + ImGui::AlignTextToFramePadding(); + ImGui::Text("Opened:"); + const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" }; + static bool opened[4] = { true, true, true, true }; // Persistent user state + for (int n = 0; n < IM_COUNTOF(opened); n++) + { + ImGui::SameLine(); + ImGui::Checkbox(names[n], &opened[n]); + } + + // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): + // the underlying bool will be set to false when the tab is closed. + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + for (int n = 0; n < IM_COUNTOF(opened); n++) + if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", names[n]); + if (n & 1) + ImGui::Text("I am an odd tab."); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags")) + { + IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags"); + static ImVector active_tabs; + static int next_tab_id = 0; + if (next_tab_id == 0) // Initialize with some default tabs + for (int i = 0; i < 3; i++) + active_tabs.push_back(next_tab_id++); + + // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together. + // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... + // but they tend to make more sense together) + static bool show_leading_button = true; + static bool show_trailing_button = true; + ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button); + ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button); + + // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyShrink; + EditTabBarFittingPolicyFlags(&tab_bar_flags); + + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + // Demo a Leading TabItemButton(): click the "?" button to open a menu + if (show_leading_button) + if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip)) + ImGui::OpenPopup("MyHelpMenu"); + if (ImGui::BeginPopup("MyHelpMenu")) + { + ImGui::Selectable("Hello!"); + ImGui::EndPopup(); + } + + // Demo Trailing Tabs: click the "+" button to add a new tab. + // (In your app you may want to use a font icon instead of the "+") + // We submit it before the regular tabs, but thanks to the ImGuiTabItemFlags_Trailing flag it will always appear at the end. + if (show_trailing_button) + if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) + active_tabs.push_back(next_tab_id++); // Add new tab + + // Submit our regular tabs + for (int n = 0; n < active_tabs.Size; ) + { + bool open = true; + char name[16]; + snprintf(name, IM_COUNTOF(name), "%04d", active_tabs[n]); + if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", name); + ImGui::EndTabItem(); + } + + if (!open) + active_tabs.erase(active_tabs.Data + n); + else + n++; + } + + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsText() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsText() +{ + if (ImGui::TreeNode("Text")) + { + IMGUI_DEMO_MARKER("Widgets/Text"); + if (ImGui::TreeNode("Colorful Text")) + { + IMGUI_DEMO_MARKER("Widgets/Text/Colored Text"); + // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. + ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink"); + ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow"); + ImGui::TextDisabled("Disabled"); + ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Font Size")) + { + IMGUI_DEMO_MARKER("Widgets/Text/Font Size"); + ImGuiStyle& style = ImGui::GetStyle(); + const float global_scale = style.FontScaleMain * style.FontScaleDpi; + ImGui::Text("style.FontScaleMain = %0.2f", style.FontScaleMain); + ImGui::Text("style.FontScaleDpi = %0.2f", style.FontScaleDpi); + ImGui::Text("global_scale = ~%0.2f", global_scale); // This is not technically accurate as internal scales may apply, but conceptually let's pretend it is. + ImGui::Text("FontSize = %0.2f", ImGui::GetFontSize()); + + ImGui::SeparatorText(""); + static float custom_size = 16.0f; + ImGui::SliderFloat("custom_size", &custom_size, 10.0f, 100.0f, "%.0f"); + ImGui::Text("ImGui::PushFont(nullptr, custom_size);"); + ImGui::PushFont(NULL, custom_size); + ImGui::Text("FontSize = %.2f (== %.2f * global_scale)", ImGui::GetFontSize(), custom_size); + ImGui::PopFont(); + + ImGui::SeparatorText(""); + static float custom_scale = 1.0f; + ImGui::SliderFloat("custom_scale", &custom_scale, 0.5f, 4.0f, "%.2f"); + ImGui::Text("ImGui::PushFont(nullptr, style.FontSizeBase * custom_scale);"); + ImGui::PushFont(NULL, style.FontSizeBase * custom_scale); + ImGui::Text("FontSize = %.2f (== style.FontSizeBase * %.2f * global_scale)", ImGui::GetFontSize(), custom_scale); + ImGui::PopFont(); + + ImGui::SeparatorText(""); + for (float scaling = 0.5f; scaling <= 4.0f; scaling += 0.5f) + { + ImGui::PushFont(NULL, style.FontSizeBase * scaling); + ImGui::Text("FontSize = %.2f (== style.FontSizeBase * %.2f * global_scale)", ImGui::GetFontSize(), scaling); + ImGui::PopFont(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Word Wrapping")) + { + IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping"); + // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. + ImGui::TextWrapped( + "This text should automatically wrap on the edge of the window. The current implementation " + "for text wrapping follows simple rules suitable for English and possibly other languages."); + ImGui::Spacing(); + + static float wrap_width = 200.0f; + ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f"); + + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + for (int n = 0; n < 2; n++) + { + ImGui::Text("Test paragraph %d:", n); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y); + ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()); + ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); + if (n == 0) + ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); + else + ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); + + // Draw actual text bounding box, following by marker of our expected limit (should not overlap!) + draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255)); + ImGui::PopTextWrapPos(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("UTF-8 Text")) + { + IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text"); + // UTF-8 test with Japanese characters + // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.) + // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 + // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you + // can save your source files as 'UTF-8 without signature'). + // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 + // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants. + // Don't do this in your application! Please use u8"text in any language" in your application! + // Note that characters values are preserved even by InputText() if the font cannot be displayed, + // so you can safely copy & paste garbled characters into another application. + ImGui::TextWrapped( + "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. " + "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " + "Read docs/FONTS.md for details."); + ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); + ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); + static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; + //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis + ImGui::InputText("UTF-8 input", buf, IM_COUNTOF(buf)); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTextFilter() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTextFilter() +{ + if (ImGui::TreeNode("Text Filter")) + { + IMGUI_DEMO_MARKER("Widgets/Text Filter"); + // Helper class to easy setup a text filter. + // You may want to implement a more feature-full filtering scheme in your own application. + HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings."); + static ImGuiTextFilter filter; + ImGui::Text("Filter usage:\n" + " \"\" display all lines\n" + " \"xxx\" display lines containing \"xxx\"\n" + " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" + " \"-xxx\" hide lines containing \"xxx\""); + filter.Draw(); + const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; + for (int i = 0; i < IM_COUNTOF(lines); i++) + if (filter.PassFilter(lines[i])) + ImGui::BulletText("%s", lines[i]); + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTextInput() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTextInput() +{ + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + if (ImGui::TreeNode("Text Input")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input"); + if (ImGui::TreeNode("Multi-line Text Input")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input"); + // WE ARE USING A FIXED-SIZE BUFFER FOR SIMPLICITY HERE. + // If you want to use InputText() with std::string or any custom dynamic string type: + // - For std::string: use the wrapper in misc/cpp/imgui_stdlib.h/.cpp + // - Otherwise, see the 'Dear ImGui Demo->Widgets->Text Input->Resize Callback' for using ImGuiInputTextFlags_CallbackResize. + static char text[1024 * 16] = + "/*\n" + " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" + " the hexadecimal encoding of one offending instruction,\n" + " more formally, the invalid operand with locked CMPXCHG8B\n" + " instruction bug, is a design flaw in the majority of\n" + " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" + " processors (all in the P5 microarchitecture).\n" + "*/\n\n" + "label:\n" + "\tlock cmpxchg8b eax\n"; + + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; + HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)"); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_WordWrap", &flags, ImGuiInputTextFlags_WordWrap); + ImGui::SameLine(); HelpMarker("Feature is currently in Beta. Please read comments in imgui.h"); + ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput); + ImGui::SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets."); + ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine); + ImGui::InputTextMultiline("##source", text, IM_COUNTOF(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Filtered Text Input")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input"); + struct TextFilters + { + // Modify character input by altering 'data->Eventchar' (ImGuiInputTextFlags_CallbackCharFilter callback) + static int FilterCasingSwap(ImGuiInputTextCallbackData* data) + { + if (data->EventChar >= 'a' && data->EventChar <= 'z') { data->EventChar -= 'a' - 'A'; } // Lowercase becomes uppercase + else if (data->EventChar >= 'A' && data->EventChar <= 'Z') { data->EventChar += 'a' - 'A'; } // Uppercase becomes lowercase + return 0; + } + + // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i', otherwise return 1 (filter out) + static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) + { + if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) + return 0; + return 1; + } + }; + + static char buf1[32] = ""; ImGui::InputText("default", buf1, IM_COUNTOF(buf1)); + static char buf2[32] = ""; ImGui::InputText("decimal", buf2, IM_COUNTOF(buf2), ImGuiInputTextFlags_CharsDecimal); + static char buf3[32] = ""; ImGui::InputText("hexadecimal", buf3, IM_COUNTOF(buf3), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); + static char buf4[32] = ""; ImGui::InputText("uppercase", buf4, IM_COUNTOF(buf4), ImGuiInputTextFlags_CharsUppercase); + static char buf5[32] = ""; ImGui::InputText("no blank", buf5, IM_COUNTOF(buf5), ImGuiInputTextFlags_CharsNoBlank); + static char buf6[32] = ""; ImGui::InputText("casing swap", buf6, IM_COUNTOF(buf6), ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterCasingSwap); // Use CharFilter callback to replace characters. + static char buf7[32] = ""; ImGui::InputText("\"imgui\"", buf7, IM_COUNTOF(buf7), ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); // Use CharFilter callback to disable some characters. + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Password Input")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Password input"); + static char password[64] = "password123"; + ImGui::InputText("password", password, IM_COUNTOF(password), ImGuiInputTextFlags_Password); + ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); + ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_COUNTOF(password), ImGuiInputTextFlags_Password); + ImGui::InputText("password (clear)", password, IM_COUNTOF(password)); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Completion, History, Edit Callbacks")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks"); + struct Funcs + { + static int MyCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion) + { + data->InsertChars(data->CursorPos, ".."); + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory) + { + if (data->EventKey == ImGuiKey_UpArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Up!"); + data->SelectAll(); + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Down!"); + data->SelectAll(); + } + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit) + { + // Toggle casing of first character + char c = data->Buf[0]; + if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32; + data->BufDirty = true; + + // Increment a counter + int* p_int = (int*)data->UserData; + *p_int = *p_int + 1; + } + return 0; + } + }; + static char buf1[64]; + ImGui::InputText("Completion", buf1, IM_COUNTOF(buf1), ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker( + "Here we append \"..\" each time Tab is pressed. " + "See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf2[64]; + ImGui::InputText("History", buf2, IM_COUNTOF(buf2), ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker( + "Here we replace and select text each time Up/Down are pressed. " + "See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf3[64]; + static int edit_count = 0; + ImGui::InputText("Edit", buf3, IM_COUNTOF(buf3), ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count); + ImGui::SameLine(); HelpMarker( + "Here we toggle the casing of the first character on every edit + count edits."); + ImGui::SameLine(); ImGui::Text("(%d)", edit_count); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Resize Callback")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback"); + // To wire InputText() with std::string or any other custom string type, + // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper + // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. + HelpMarker( + "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n" + "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); + struct Funcs + { + static int MyResizeCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) + { + ImVector* my_str = (ImVector*)data->UserData; + IM_ASSERT(my_str->begin() == data->Buf); + my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 + data->Buf = my_str->begin(); + } + return 0; + } + + // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace. + // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)' + static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) + { + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); + } + }; + + // For this demo we are using ImVector as a string container. + // Note that because we need to store a terminating zero character, our size/capacity are 1 more + // than usually reported by a typical string class. + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_None; + ImGui::CheckboxFlags("ImGuiInputTextFlags_WordWrap", &flags, ImGuiInputTextFlags_WordWrap); + + static ImVector my_str; + if (my_str.empty()) + my_str.push_back(0); + Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); + ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Eliding, Alignment")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Eliding, Alignment"); + static char buf1[128] = "/path/to/some/folder/with/long/filename.cpp"; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_ElideLeft; + ImGui::CheckboxFlags("ImGuiInputTextFlags_ElideLeft", &flags, ImGuiInputTextFlags_ElideLeft); + ImGui::InputText("Path", buf1, IM_COUNTOF(buf1), flags); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Miscellaneous")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous"); + static char buf1[16]; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_EscapeClearsAll; + ImGui::CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", &flags, ImGuiInputTextFlags_EscapeClearsAll); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", &flags, ImGuiInputTextFlags_NoUndoRedo); + ImGui::InputText("Hello", buf1, IM_COUNTOF(buf1), flags); + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTooltips() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTooltips() +{ + if (ImGui::TreeNode("Tooltips")) + { + IMGUI_DEMO_MARKER("Widgets/Tooltips"); + // Tooltips are windows following the mouse. They do not take focus away. + ImGui::SeparatorText("General"); + + // Typical use cases: + // - Short-form (text only): SetItemTooltip("Hello"); + // - Short-form (any contents): if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); } + + // - Full-form (text only): if (IsItemHovered(...)) { SetTooltip("Hello"); } + // - Full-form (any contents): if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); } + + HelpMarker( + "Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n" + "We provide a helper SetItemTooltip() function to perform the two with standards flags."); + + ImVec2 sz = ImVec2(-FLT_MIN, 0.0f); + + ImGui::Button("Basic", sz); + ImGui::SetItemTooltip("I am a tooltip"); + + ImGui::Button("Fancy", sz); + if (ImGui::BeginItemTooltip()) + { + ImGui::Text("I am a fancy tooltip"); + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Curve", arr, IM_COUNTOF(arr)); + ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime())); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Always On"); + + // Showcase NOT relying on a IsItemHovered() to emit a tooltip. + // Here the tooltip is always emitted when 'always_on == true'. + static int always_on = 0; + ImGui::RadioButton("Off", &always_on, 0); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Simple)", &always_on, 1); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Advanced)", &always_on, 2); + if (always_on == 1) + ImGui::SetTooltip("I am following you around."); + else if (always_on == 2 && ImGui::BeginTooltip()) + { + ImGui::ProgressBar(sinf((float)ImGui::GetTime()) * 0.5f + 0.5f, ImVec2(ImGui::GetFontSize() * 25, 0.0f)); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Custom"); + + HelpMarker( + "Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() is the preferred way to standardize " + "tooltip activation details across your application. You may however decide to use custom " + "flags for a specific tooltip instance."); + + // The following examples are passed for documentation purpose but may not be useful to most users. + // Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from + // 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or keyboard/gamepad is being used. + // With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary. + ImGui::Button("Manual", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a manually emitted tooltip."); + + ImGui::Button("DelayNone", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNone)) + ImGui::SetTooltip("I am a tooltip with no delay."); + + ImGui::Button("DelayShort", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui::GetStyle().HoverDelayShort); + + ImGui::Button("DelayLong", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a long delay (%0.2f sec).", ImGui::GetStyle().HoverDelayNormal); + + ImGui::Button("Stationary", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary)) + ImGui::SetTooltip("I am a tooltip requiring mouse to be stationary before activating."); + + // Using ImGuiHoveredFlags_ForTooltip will pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav', + // which default value include the ImGuiHoveredFlags_AllowWhenDisabled flag. + ImGui::BeginDisabled(); + ImGui::Button("Disabled item", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a a tooltip for a disabled item."); + ImGui::EndDisabled(); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTreeNodes() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTreeNodes() +{ + if (ImGui::TreeNode("Tree Nodes")) + { + IMGUI_DEMO_MARKER("Widgets/Tree Nodes"); + // See see "Examples -> Property Editor" (ShowExampleAppPropertyEditor() function) for a fancier, data-driven tree. + if (ImGui::TreeNode("Basic trees")) + { + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic trees"); + for (int i = 0; i < 5; i++) + { + // Use SetNextItemOpen() so set the default state of a node to be open. We could + // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! + if (i == 0) + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + + // Here we use PushID() to generate a unique base ID, and then the "" used as TreeNode id won't conflict. + // An alternative to using 'PushID() + TreeNode("", ...)' to generate a unique ID is to use 'TreeNode((void*)(intptr_t)i, ...)', + // aka generate a dummy pointer-sized value to be hashed. The demo below uses that technique. Both are fine. + ImGui::PushID(i); + if (ImGui::TreeNode("", "Child %d", i)) + { + ImGui::Text("blah blah"); + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + ImGui::TreePop(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Hierarchy lines")) + { + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Hierarchy lines"); + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DefaultOpen; + HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags"); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesNone", &base_flags, ImGuiTreeNodeFlags_DrawLinesNone); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesFull", &base_flags, ImGuiTreeNodeFlags_DrawLinesFull); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesToNodes", &base_flags, ImGuiTreeNodeFlags_DrawLinesToNodes); + + if (ImGui::TreeNodeEx("Parent", base_flags)) + { + if (ImGui::TreeNodeEx("Child 1", base_flags)) + { + ImGui::Button("Button for Child 1"); + ImGui::TreePop(); + } + if (ImGui::TreeNodeEx("Child 2", base_flags)) + { + ImGui::Button("Button for Child 2"); + ImGui::TreePop(); + } + ImGui::Text("Remaining contents"); + ImGui::Text("Remaining contents"); + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Clipping Large Trees")) + { + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Clipping Large Trees"); + ImGui::TextWrapped( + "- Using ImGuiListClipper with trees is a less easy than on arrays or grids.\n" + "- Refer to 'Demo->Examples->Property Editor' for an example of how to do that.\n" + "- Discuss in #3823"); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Advanced, with Selectable nodes")) + { + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced, with Selectable nodes"); + HelpMarker( + "This is a more typical looking tree with selectable nodes.\n" + "Click to select, Ctrl+Click to toggle, click on arrows or double-click to open."); + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; + static bool align_label_with_current_x_position = false; + static bool test_drag_and_drop = false; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &base_flags, ImGuiTreeNodeFlags_SpanLabelWidth); ImGui::SameLine(); HelpMarker("Reduce hit area to the text label and a bit of margin."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)"); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_FramePadding", &base_flags, ImGuiTreeNodeFlags_FramePadding); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsToParent", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsToParent); + + HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags"); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesNone", &base_flags, ImGuiTreeNodeFlags_DrawLinesNone); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesFull", &base_flags, ImGuiTreeNodeFlags_DrawLinesFull); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesToNodes", &base_flags, ImGuiTreeNodeFlags_DrawLinesToNodes); + + ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position); + ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop); + ImGui::Text("Hello!"); + if (align_label_with_current_x_position) + ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); + + // 'selection_mask' is dumb representation of what may be user-side selection state. + // You may retain selection state inside or outside your objects in whatever format you see fit. + // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end + /// of the loop. May be a pointer to your own node type, etc. + static int selection_mask = (1 << 2); + int node_clicked = -1; + for (int i = 0; i < 6; i++) + { + // Disable the default "open on single-click behavior" + set Selected flag according to our selection. + // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection. + ImGuiTreeNodeFlags node_flags = base_flags; + const bool is_selected = (selection_mask & (1 << i)) != 0; + if (is_selected) + node_flags |= ImGuiTreeNodeFlags_Selected; + if (i < 3) + { + // Items 0..2 are Tree Node + bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + if (i == 2 && (base_flags & ImGuiTreeNodeFlags_SpanLabelWidth)) + { + // Item 2 has an additional inline button to help demonstrate SpanLabelWidth. + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + } + if (node_open) + { + ImGui::BulletText("Blah blah\nBlah Blah"); + ImGui::SameLine(); + ImGui::SmallButton("Button"); + ImGui::TreePop(); + } + } + else + { + // Items 3..5 are Tree Leaves + // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can + // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). + node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet + ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + } + } + if (node_clicked != -1) + { + // Update selection state + // (process outside of tree loop to avoid visual inconsistencies during the clicking frame) + if (ImGui::GetIO().KeyCtrl) + selection_mask ^= (1 << node_clicked); // Ctrl+Click to toggle + else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection + selection_mask = (1 << node_clicked); // Click to single-select + } + if (align_label_with_current_x_position) + ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsVerticalSliders() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsVerticalSliders() +{ if (ImGui::TreeNode("Vertical Sliders")) { + IMGUI_DEMO_MARKER("Widgets/Vertical Sliders"); const float spacing = 4; ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); @@ -2370,375 +4388,71 @@ static void ShowDemoWindowWidgets() ImGui::PopStyleVar(); ImGui::TreePop(); } - - IMGUI_DEMO_MARKER("Widgets/Drag and drop"); - if (ImGui::TreeNode("Drag and Drop")) - { - IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets"); - if (ImGui::TreeNode("Drag and drop in standard widgets")) - { - // ColorEdit widgets automatically act as drag source and drag target. - // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F - // to allow your own widgets to use colors in their drag and drop interaction. - // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. - HelpMarker("You can drag from the color squares."); - static float col1[3] = { 1.0f, 0.0f, 0.2f }; - static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; - ImGui::ColorEdit3("color 1", col1); - ImGui::ColorEdit4("color 2", col2); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items"); - if (ImGui::TreeNode("Drag and drop to copy/swap items")) - { - enum Mode - { - Mode_Copy, - Mode_Move, - Mode_Swap - }; - static int mode = 0; - if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); - if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); - if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } - static const char* names[9] = - { - "Bobby", "Beatrice", "Betty", - "Brianna", "Barry", "Bernard", - "Bibi", "Blaine", "Bryn" - }; - for (int n = 0; n < IM_ARRAYSIZE(names); n++) - { - ImGui::PushID(n); - if ((n % 3) != 0) - ImGui::SameLine(); - ImGui::Button(names[n], ImVec2(60, 60)); - - // Our buttons are both drag sources and drag targets here! - if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) - { - // Set payload to carry the index of our item (could be anything) - ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); - - // Display preview (could be anything, e.g. when dragging an image we could decide to display - // the filename and a small preview of the image, etc.) - if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } - if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } - if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } - ImGui::EndDragDropSource(); - } - if (ImGui::BeginDragDropTarget()) - { - if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL")) - { - IM_ASSERT(payload->DataSize == sizeof(int)); - int payload_n = *(const int*)payload->Data; - if (mode == Mode_Copy) - { - names[n] = names[payload_n]; - } - if (mode == Mode_Move) - { - names[n] = names[payload_n]; - names[payload_n] = ""; - } - if (mode == Mode_Swap) - { - const char* tmp = names[n]; - names[n] = names[payload_n]; - names[payload_n] = tmp; - } - } - ImGui::EndDragDropTarget(); - } - ImGui::PopID(); - } - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)"); - if (ImGui::TreeNode("Drag to reorder items (simple)")) - { - // Simple reordering - HelpMarker( - "We don't use the drag and drop api at all here! " - "Instead we query when the item is held but not hovered, and order items accordingly."); - static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }; - for (int n = 0; n < IM_ARRAYSIZE(item_names); n++) - { - const char* item = item_names[n]; - ImGui::Selectable(item); - - if (ImGui::IsItemActive() && !ImGui::IsItemHovered()) - { - int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1); - if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names)) - { - item_names[n] = item_names[n_next]; - item_names[n_next] = item; - ImGui::ResetMouseDragDelta(); - } - } - } - ImGui::TreePop(); - } - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)"); - if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)")) - { - // Select an item type - const char* item_names[] = - { - "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat", - "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" - }; - static int item_type = 4; - static bool item_disabled = false; - ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names)); - ImGui::SameLine(); - HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered()."); - ImGui::Checkbox("Item Disabled", &item_disabled); - - // Submit selected items so we can query their status in the code following it. - bool ret = false; - static bool b = false; - static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; - static char str[16] = {}; - if (item_disabled) - ImGui::BeginDisabled(true); - if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction - if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button - if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // Testing button (with repeater) - if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox - if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item - if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) - if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window) - if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input - if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) - if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) - if (item_type == 10){ ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item - if (item_type == 11){ ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) - if (item_type == 12){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node - if (item_type == 13){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. - if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); } - if (item_type == 15){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } - - bool hovered_delay_none = ImGui::IsItemHovered(); - bool hovered_delay_stationary = ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary); - bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort); - bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal); - bool hovered_delay_tooltip = ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip); // = Normal + Stationary - - // Display the values of IsItemHovered() and other common item state functions. - // Note that the ImGuiHoveredFlags_XXX flags can be combined. - // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, - // we query every state in a single call to avoid storing them and to simplify the code. - ImGui::BulletText( - "Return value = %d\n" - "IsItemFocused() = %d\n" - "IsItemHovered() = %d\n" - "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" - "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" - "IsItemHovered(_AllowWhenOverlappedByItem) = %d\n" - "IsItemHovered(_AllowWhenOverlappedByWindow) = %d\n" - "IsItemHovered(_AllowWhenDisabled) = %d\n" - "IsItemHovered(_RectOnly) = %d\n" - "IsItemActive() = %d\n" - "IsItemEdited() = %d\n" - "IsItemActivated() = %d\n" - "IsItemDeactivated() = %d\n" - "IsItemDeactivatedAfterEdit() = %d\n" - "IsItemVisible() = %d\n" - "IsItemClicked() = %d\n" - "IsItemToggledOpen() = %d\n" - "GetItemRectMin() = (%.1f, %.1f)\n" - "GetItemRectMax() = (%.1f, %.1f)\n" - "GetItemRectSize() = (%.1f, %.1f)", - ret, - ImGui::IsItemFocused(), - ImGui::IsItemHovered(), - ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), - ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), - ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByItem), - ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByWindow), - ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled), - ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), - ImGui::IsItemActive(), - ImGui::IsItemEdited(), - ImGui::IsItemActivated(), - ImGui::IsItemDeactivated(), - ImGui::IsItemDeactivatedAfterEdit(), - ImGui::IsItemVisible(), - ImGui::IsItemClicked(), - ImGui::IsItemToggledOpen(), - ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, - ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, - ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y - ); - ImGui::BulletText( - "with Hovering Delay or Stationary test:\n" - "IsItemHovered() = = %d\n" - "IsItemHovered(_Stationary) = %d\n" - "IsItemHovered(_DelayShort) = %d\n" - "IsItemHovered(_DelayNormal) = %d\n" - "IsItemHovered(_Tooltip) = %d", - hovered_delay_none, hovered_delay_stationary, hovered_delay_short, hovered_delay_normal, hovered_delay_tooltip); - - if (item_disabled) - ImGui::EndDisabled(); - - char buf[1] = ""; - ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly); - ImGui::SameLine(); - HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status."); - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)"); - if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)")) - { - static bool embed_all_inside_a_child_window = false; - ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window); - if (embed_all_inside_a_child_window) - ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), true); - - // Testing IsWindowFocused() function with its various flags. - ImGui::BulletText( - "IsWindowFocused() = %d\n" - "IsWindowFocused(_ChildWindows) = %d\n" - "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" - "IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n" - "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" - "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" - "IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" - "IsWindowFocused(_RootWindow) = %d\n" - "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" - "IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n" - "IsWindowFocused(_AnyWindow) = %d\n", - ImGui::IsWindowFocused(), - ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), - ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy), - ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_DockHierarchy), - ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), - ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), - ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), - ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), - ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), - ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), - ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); - - // Testing IsWindowHovered() function with its various flags. - ImGui::BulletText( - "IsWindowHovered() = %d\n" - "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" - "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" - "IsWindowHovered(_ChildWindows) = %d\n" - "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" - "IsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n" - "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" - "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" - "IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" - "IsWindowHovered(_RootWindow) = %d\n" - "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" - "IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n" - "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" - "IsWindowHovered(_AnyWindow) = %d\n" - "IsWindowHovered(_Stationary) = %d\n", - ImGui::IsWindowHovered(), - ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), - ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_DockHierarchy), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), - ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), - ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), - ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), - ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow), - ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary)); - - ImGui::BeginChild("child", ImVec2(0, 50), true); - ImGui::Text("This is another child window for testing the _ChildWindows flag."); - ImGui::EndChild(); - if (embed_all_inside_a_child_window) - ImGui::EndChild(); - - // Calling IsItemHovered() after begin returns the hovered status of the title bar. - // This is useful in particular if you want to create a context menu associated to the title bar of a window. - // This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties). - static bool test_window = false; - ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); - if (test_window) - { - // FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck. - // Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"? - ImGui::Begin("Title bar Hovered/Active tests", &test_window); - if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() - { - if (ImGui::MenuItem("Close")) { test_window = false; } - ImGui::EndPopup(); - } - ImGui::Text( - "IsItemHovered() after begin = %d (== is title bar hovered)\n" - "IsItemActive() after begin = %d (== is window being clicked/moved)\n", - ImGui::IsItemHovered(), ImGui::IsItemActive()); - ImGui::End(); - } - - ImGui::TreePop(); - } - - // Demonstrate BeginDisabled/EndDisabled using a checkbox located at the bottom of the section (which is a bit odd: - // logically we'd have this checkbox at the top of the section, but we don't want this feature to steal that space) - if (disable_all) - ImGui::EndDisabled(); - - IMGUI_DEMO_MARKER("Widgets/Disable Block"); - if (ImGui::TreeNode("Disable block")) - { - ImGui::Checkbox("Disable entire section above", &disable_all); - ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section."); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Text Filter"); - if (ImGui::TreeNode("Text Filter")) - { - // Helper class to easy setup a text filter. - // You may want to implement a more feature-full filtering scheme in your own application. - HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings."); - static ImGuiTextFilter filter; - ImGui::Text("Filter usage:\n" - " \"\" display all lines\n" - " \"xxx\" display lines containing \"xxx\"\n" - " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" - " \"-xxx\" hide lines containing \"xxx\""); - filter.Draw(); - const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; - for (int i = 0; i < IM_ARRAYSIZE(lines); i++) - if (filter.PassFilter(lines[i])) - ImGui::BulletText("%s", lines[i]); - ImGui::TreePop(); - } } -static void ShowDemoWindowLayout() +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgets() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgets(ImGuiDemoWindowData* demo_data) +{ + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (!ImGui::CollapsingHeader("Widgets")) + return; + // IMGUI_DEMO_MARKER("Widgets"); + + const bool disable_all = demo_data->DisableSections; // The Checkbox for that is inside the "Disabled" section at the bottom + if (disable_all) + ImGui::BeginDisabled(); + + DemoWindowWidgetsBasic(); + DemoWindowWidgetsBullets(); + DemoWindowWidgetsCollapsingHeaders(); + DemoWindowWidgetsComboBoxes(); + DemoWindowWidgetsColorAndPickers(); + DemoWindowWidgetsDataTypes(); + + if (disable_all) + ImGui::EndDisabled(); + DemoWindowWidgetsDisableBlocks(demo_data); + if (disable_all) + ImGui::BeginDisabled(); + + DemoWindowWidgetsDragAndDrop(); + DemoWindowWidgetsDragsAndSliders(); + DemoWindowWidgetsFonts(); + DemoWindowWidgetsImages(); + DemoWindowWidgetsListBoxes(); + DemoWindowWidgetsMultiComponents(); + DemoWindowWidgetsPlotting(); + DemoWindowWidgetsProgressBars(); + DemoWindowWidgetsQueryingStatuses(); + DemoWindowWidgetsSelectables(); + DemoWindowWidgetsSelectionAndMultiSelect(demo_data); + DemoWindowWidgetsTabs(); + DemoWindowWidgetsText(); + DemoWindowWidgetsTextFilter(); + DemoWindowWidgetsTextInput(); + DemoWindowWidgetsTooltips(); + DemoWindowWidgetsTreeNodes(); + DemoWindowWidgetsVerticalSliders(); + + if (disable_all) + ImGui::EndDisabled(); +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowLayout() +//----------------------------------------------------------------------------- + +static void DemoWindowLayout() { - IMGUI_DEMO_MARKER("Layout"); if (!ImGui::CollapsingHeader("Layout & Scrolling")) return; - IMGUI_DEMO_MARKER("Layout/Child windows"); if (ImGui::TreeNode("Child windows")) { + IMGUI_DEMO_MARKER("Layout/Child windows"); ImGui::SeparatorText("Child windows"); HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); @@ -2752,7 +4466,7 @@ static void ShowDemoWindowLayout() ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar; if (disable_mouse_wheel) window_flags |= ImGuiWindowFlags_NoScrollWithMouse; - ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), false, window_flags); + ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), ImGuiChildFlags_None, window_flags); for (int i = 0; i < 100; i++) ImGui::Text("%04d: scrollable region", i); ImGui::EndChild(); @@ -2768,7 +4482,7 @@ static void ShowDemoWindowLayout() if (!disable_menu) window_flags |= ImGuiWindowFlags_MenuBar; ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); - ImGui::BeginChild("ChildR", ImVec2(0, 260), true, window_flags); + ImGui::BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags_Borders, window_flags); if (!disable_menu && ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("Menu")) @@ -2793,6 +4507,38 @@ static void ShowDemoWindowLayout() ImGui::PopStyleVar(); } + // Child 3: manual-resize + ImGui::SeparatorText("Manual-resize"); + { + HelpMarker("Drag bottom border to resize. Double-click bottom border to auto-fit to vertical contents."); + //if (ImGui::Button("Set Height to 200")) + // ImGui::SetNextWindowSize(ImVec2(-FLT_MIN, 200.0f)); + + ImGui::PushStyleColor(ImGuiCol_ChildBg, ImGui::GetStyleColorVec4(ImGuiCol_FrameBg)); + if (ImGui::BeginChild("ResizableChild", ImVec2(-FLT_MIN, ImGui::GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) + for (int n = 0; n < 10; n++) + ImGui::Text("Line %04d", n); + ImGui::PopStyleColor(); + ImGui::EndChild(); + } + + // Child 4: auto-resizing height with a limit + ImGui::SeparatorText("Auto-resize with constraints"); + { + static int draw_lines = 3; + static int max_height_in_lines = 10; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Lines Count", &draw_lines, 0.2f); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Max Height (in Lines)", &max_height_in_lines, 0.2f); + + ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 1), ImVec2(FLT_MAX, ImGui::GetTextLineHeightWithSpacing() * max_height_in_lines)); + if (ImGui::BeginChild("ConstrainedChild", ImVec2(-FLT_MIN, 0.0f), ImGuiChildFlags_Borders | ImGuiChildFlags_AutoResizeY)) + for (int n = 0; n < draw_lines; n++) + ImGui::Text("Line %04d", n); + ImGui::EndChild(); + } + ImGui::SeparatorText("Misc/Advanced"); // Demonstrate a few extra things @@ -2804,19 +4550,33 @@ static void ShowDemoWindowLayout() // the POV of the parent window). See 'Demo->Querying Status (Edited/Active/Hovered etc.)' for details. { static int offset_x = 0; + static bool override_bg_color = true; + static ImGuiChildFlags child_flags = ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY; ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000); + ImGui::Checkbox("Override ChildBg color", &override_bg_color); + ImGui::CheckboxFlags("ImGuiChildFlags_Borders", &child_flags, ImGuiChildFlags_Borders); + ImGui::CheckboxFlags("ImGuiChildFlags_AlwaysUseWindowPadding", &child_flags, ImGuiChildFlags_AlwaysUseWindowPadding); + ImGui::CheckboxFlags("ImGuiChildFlags_ResizeX", &child_flags, ImGuiChildFlags_ResizeX); + ImGui::CheckboxFlags("ImGuiChildFlags_ResizeY", &child_flags, ImGuiChildFlags_ResizeY); + ImGui::CheckboxFlags("ImGuiChildFlags_FrameStyle", &child_flags, ImGuiChildFlags_FrameStyle); + ImGui::SameLine(); HelpMarker("Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding."); + if (child_flags & ImGuiChildFlags_FrameStyle) + override_bg_color = false; ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x); - ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); - ImGui::BeginChild("Red", ImVec2(200, 100), true, ImGuiWindowFlags_None); + if (override_bg_color) + ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); + ImGui::BeginChild("Red", ImVec2(200, 100), child_flags, ImGuiWindowFlags_None); + if (override_bg_color) + ImGui::PopStyleColor(); + for (int n = 0; n < 50; n++) ImGui::Text("Some test %d", n); ImGui::EndChild(); bool child_is_hovered = ImGui::IsItemHovered(); ImVec2 child_rect_min = ImGui::GetItemRectMin(); ImVec2 child_rect_max = ImGui::GetItemRectMax(); - ImGui::PopStyleColor(); ImGui::Text("Hovered: %d", child_is_hovered); ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y); } @@ -2824,9 +4584,9 @@ static void ShowDemoWindowLayout() ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Layout/Widgets Width"); if (ImGui::TreeNode("Widgets Width")) { + IMGUI_DEMO_MARKER("Layout/Widgets Width"); static float f = 0.0f; static bool show_indented_items = true; ImGui::Checkbox("Show indented items", &show_indented_items); @@ -2884,12 +4644,9 @@ static void ShowDemoWindowLayout() } ImGui::PopItemWidth(); - // Demonstrate using PushItemWidth to surround three items. - // Calling SetNextItemWidth() before each of them would have the same effect. - ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)"); - ImGui::SameLine(); HelpMarker("Align to right edge"); - ImGui::PushItemWidth(-FLT_MIN); - ImGui::DragFloat("##float5a", &f); + ImGui::Text("SetNextItemWidth/PushItemWidth(-Min(GetContentRegionAvail().x * 0.40f, GetFontSize() * 12))"); + ImGui::PushItemWidth(-IM_MIN(ImGui::GetFontSize() * 12, ImGui::GetContentRegionAvail().x * 0.40f)); + ImGui::DragFloat("float##5a", &f); if (show_indented_items) { ImGui::Indent(); @@ -2898,12 +4655,26 @@ static void ShowDemoWindowLayout() } ImGui::PopItemWidth(); + // Demonstrate using PushItemWidth to surround three items. + // Calling SetNextItemWidth() before each of them would have the same effect. + ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)"); + ImGui::SameLine(); HelpMarker("Align to right edge"); + ImGui::PushItemWidth(-FLT_MIN); + ImGui::DragFloat("##float6a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##6b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout"); if (ImGui::TreeNode("Basic Horizontal Layout")) { + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout"); ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)"); // Text @@ -2946,23 +4717,21 @@ static void ShowDemoWindowLayout() // Various static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f; - ImGui::PushItemWidth(80); + ImGui::PushItemWidth(ImGui::CalcTextSize("AAAAAAA").x); const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" }; static int item = -1; - ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine(); + ImGui::Combo("Combo", &item, items, IM_COUNTOF(items)); ImGui::SameLine(); ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine(); ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine(); ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f); - ImGui::PopItemWidth(); - ImGui::PushItemWidth(80); ImGui::Text("Lists:"); static int selection[4] = { 0, 1, 2, 3 }; for (int i = 0; i < 4; i++) { if (i > 0) ImGui::SameLine(); ImGui::PushID(i); - ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items)); + ImGui::ListBox("", &selection[i], items, IM_COUNTOF(items)); ImGui::PopID(); //ImGui::SetItemTooltip("ListBox %d hovered", i); } @@ -2981,7 +4750,7 @@ static void ShowDemoWindowLayout() ImGui::Text("Manual wrapping:"); ImGuiStyle& style = ImGui::GetStyle(); int buttons_count = 20; - float window_visible_x2 = ImGui::GetWindowPos().x + ImGui::GetWindowContentRegionMax().x; + float window_visible_x2 = ImGui::GetCursorScreenPos().x + ImGui::GetContentRegionAvail().x; for (int n = 0; n < buttons_count; n++) { ImGui::PushID(n); @@ -2996,9 +4765,9 @@ static void ShowDemoWindowLayout() ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Layout/Groups"); if (ImGui::TreeNode("Groups")) { + IMGUI_DEMO_MARKER("Layout/Groups"); HelpMarker( "BeginGroup() basically locks the horizontal position for new line. " "EndGroup() bundles the whole group so that you can use \"item\" functions such as " @@ -3022,7 +4791,7 @@ static void ShowDemoWindowLayout() // Capture the group size and create widgets using the same size ImVec2 size = ImGui::GetItemRectSize(); const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f }; - ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size); + ImGui::PlotHistogram("##values", values, IM_COUNTOF(values), 0, NULL, 0.0f, 1.0f, size); ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); ImGui::SameLine(); @@ -3043,9 +4812,9 @@ static void ShowDemoWindowLayout() ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment"); if (ImGui::TreeNode("Text Baseline Alignment")) { + IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment"); { ImGui::BulletText("Text baseline:"); ImGui::SameLine(); HelpMarker( @@ -3062,7 +4831,7 @@ static void ShowDemoWindowLayout() // down by FramePadding.y ahead of time) ImGui::AlignTextToFramePadding(); ImGui::Text("OK Blahblah"); ImGui::SameLine(); - ImGui::Button("Some framed item"); ImGui::SameLine(); + ImGui::Button("Some framed item##2"); ImGui::SameLine(); HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y"); // SmallButton() uses the same vertical padding as Text @@ -3121,10 +4890,11 @@ static void ShowDemoWindowLayout() ImGui::SmallButton("SmallButton()"); // Tree + // (here the node appears after a button and has odd intent, so we use ImGuiTreeNodeFlags_DrawLinesNone to disable hierarchy outline) const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; - ImGui::Button("Button##1"); + ImGui::Button("Button##1"); // Will make line higher ImGui::SameLine(0.0f, spacing); - if (ImGui::TreeNode("Node##1")) + if (ImGui::TreeNodeEx("Node##1", ImGuiTreeNodeFlags_DrawLinesNone)) { // Placeholder tree data for (int i = 0; i < 6; i++) @@ -3132,14 +4902,22 @@ static void ShowDemoWindowLayout() ImGui::TreePop(); } + const float padding = (float)(int)(ImGui::GetFontSize() * 1.20f); // Large padding + ImGui::PushStyleVarY(ImGuiStyleVar_FramePadding, padding); + ImGui::Button("Button##2"); + ImGui::PopStyleVar(); + ImGui::SameLine(0.0f, spacing); + if (ImGui::TreeNodeEx("Node##2", ImGuiTreeNodeFlags_DrawLinesNone)) + ImGui::TreePop(); + // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. // Otherwise you can use SmallButton() (smaller fit). ImGui::AlignTextToFramePadding(); // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add - // other contents below the node. - bool node_open = ImGui::TreeNode("Node##2"); - ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); + // other contents "inside" the node. + bool node_open = ImGui::TreeNode("Node##3"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##3"); if (node_open) { // Placeholder tree data @@ -3149,24 +4927,23 @@ static void ShowDemoWindowLayout() } // Bullet - ImGui::Button("Button##3"); + ImGui::Button("Button##4"); ImGui::SameLine(0.0f, spacing); ImGui::BulletText("Bullet text"); ImGui::AlignTextToFramePadding(); ImGui::BulletText("Node"); - ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##5"); ImGui::Unindent(); } ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Layout/Scrolling"); if (ImGui::TreeNode("Scrolling")) { - // Vertical scroll functions IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical"); + // Vertical scroll functions HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); static int track_item = 50; @@ -3177,15 +4954,18 @@ static void ShowDemoWindowLayout() ImGui::Checkbox("Decoration", &enable_extra_decorations); + ImGui::PushItemWidth(ImGui::GetFontSize() * 10); + enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); + ImGui::SameLine(); ImGui::Checkbox("Track", &enable_track); - ImGui::PushItemWidth(100); - ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); - bool scroll_to_off = ImGui::Button("Scroll Offset"); - ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); + bool scroll_to_off = ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); + ImGui::SameLine(); + scroll_to_off |= ImGui::Button("Scroll Offset"); - bool scroll_to_pos = ImGui::Button("Scroll To Pos"); - ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); + bool scroll_to_pos = ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); + ImGui::SameLine(); + scroll_to_pos |= ImGui::Button("Scroll To Pos"); ImGui::PopItemWidth(); if (scroll_to_off || scroll_to_pos) @@ -3205,7 +4985,7 @@ static void ShowDemoWindowLayout() const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); - const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), true, child_flags); + const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), ImGuiChildFlags_Borders, child_flags); if (ImGui::BeginMenuBar()) { ImGui::TextUnformatted("abc"); @@ -3252,7 +5032,7 @@ static void ShowDemoWindowLayout() float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); - bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), true, child_flags); + bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), ImGuiChildFlags_Borders, child_flags); if (scroll_to_off) ImGui::SetScrollX(scroll_to_off_px); if (scroll_to_pos) @@ -3294,7 +5074,7 @@ static void ShowDemoWindowLayout() ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f); ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f)); ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30); - ImGui::BeginChild("scrolling", scrolling_child_size, true, ImGuiWindowFlags_HorizontalScrollbar); + ImGui::BeginChild("scrolling", scrolling_child_size, ImGuiChildFlags_Borders, ImGuiWindowFlags_HorizontalScrollbar); for (int line = 0; line < lines; line++) { // Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine() @@ -3363,7 +5143,9 @@ static void ShowDemoWindowLayout() IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window"); ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0)); ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0)); - HelpMarker("Test of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); + HelpMarker( + "Test how different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\n" + "Use 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); ImGui::Checkbox("H-scrollbar", &show_h_scrollbar); ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten) ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width @@ -3376,7 +5158,7 @@ static void ShowDemoWindowLayout() if (explicit_content_size) { ImGui::SameLine(); - ImGui::SetNextItemWidth(100); + ImGui::SetNextItemWidth(ImGui::CalcTextSize("123456").x); ImGui::DragFloat("##csx", &contents_size_x); ImVec2 p = ImGui::GetCursorScreenPos(); ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE); @@ -3438,7 +5220,7 @@ static void ShowDemoWindowLayout() } if (show_child) { - ImGui::BeginChild("child", ImVec2(0, 0), true); + ImGui::BeginChild("child", ImVec2(0, 0), ImGuiChildFlags_Borders); ImGui::EndChild(); } ImGui::End(); @@ -3447,9 +5229,9 @@ static void ShowDemoWindowLayout() ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Layout/Clipping"); - if (ImGui::TreeNode("Clipping")) + if (ImGui::TreeNode("Text Clipping")) { + IMGUI_DEMO_MARKER("Layout/Text Clipping"); static ImVec2 size(100.0f, 100.0f); static ImVec2 offset(30.0f, 30.0f); ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f"); @@ -3512,14 +5294,15 @@ static void ShowDemoWindowLayout() ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Layout/Overlap Mode"); if (ImGui::TreeNode("Overlap Mode")) { + IMGUI_DEMO_MARKER("Layout/Overlap Mode"); static bool enable_allow_overlap = true; HelpMarker( "Hit-testing is by default performed in item submission order, which generally is perceived as 'back-to-front'.\n\n" - "By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state."); + "By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. " + "Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state."); ImGui::Checkbox("Enable AllowOverlap", &enable_allow_overlap); ImVec2 button1_pos = ImGui::GetCursorScreenPos(); @@ -3543,9 +5326,12 @@ static void ShowDemoWindowLayout() } } -static void ShowDemoWindowPopups() +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowPopups() +//----------------------------------------------------------------------------- + +static void DemoWindowPopups() { - IMGUI_DEMO_MARKER("Popups"); if (!ImGui::CollapsingHeader("Popups & Modal windows")) return; @@ -3562,14 +5348,14 @@ static void ShowDemoWindowPopups() // Typical use for regular windows: // bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End(); // Typical use for popups: - // if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); } + // if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup")) { [...] EndPopup(); } // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. - IMGUI_DEMO_MARKER("Popups/Popups"); if (ImGui::TreeNode("Popups")) { + IMGUI_DEMO_MARKER("Popups/Popups"); ImGui::TextWrapped( "When a popup is active, it inhibits interacting with windows that are behind the popup. " "Clicking outside the popup closes it."); @@ -3587,7 +5373,7 @@ static void ShowDemoWindowPopups() if (ImGui::BeginPopup("my_select_popup")) { ImGui::SeparatorText("Aquarium"); - for (int i = 0; i < IM_ARRAYSIZE(names); i++) + for (int i = 0; i < IM_COUNTOF(names); i++) if (ImGui::Selectable(names[i])) selected_fish = i; ImGui::EndPopup(); @@ -3598,7 +5384,7 @@ static void ShowDemoWindowPopups() ImGui::OpenPopup("my_toggle_popup"); if (ImGui::BeginPopup("my_toggle_popup")) { - for (int i = 0; i < IM_ARRAYSIZE(names); i++) + for (int i = 0; i < IM_COUNTOF(names); i++) ImGui::MenuItem(names[i], "", &toggles[i]); if (ImGui::BeginMenu("Sub-menu")) { @@ -3614,7 +5400,7 @@ static void ShowDemoWindowPopups() ImGui::OpenPopup("another popup"); if (ImGui::BeginPopup("another popup")) { - for (int i = 0; i < IM_ARRAYSIZE(names); i++) + for (int i = 0; i < IM_COUNTOF(names); i++) ImGui::MenuItem(names[i], "", &toggles[i]); if (ImGui::BeginMenu("Sub-menu")) { @@ -3660,9 +5446,9 @@ static void ShowDemoWindowPopups() ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Popups/Context menus"); if (ImGui::TreeNode("Context menus")) { + IMGUI_DEMO_MARKER("Popups/Context menus"); HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier."); // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: @@ -3687,7 +5473,7 @@ static void ShowDemoWindowPopups() if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id { selected = n; - ImGui::Text("This a popup for \"%s\"!", names[n]); + ImGui::Text("This is a popup for \"%s\"!", names[n]); if (ImGui::Button("Close")) ImGui::CloseCurrentPopup(); ImGui::EndPopup(); @@ -3736,7 +5522,7 @@ static void ShowDemoWindowPopups() if (ImGui::BeginPopupContextItem()) { ImGui::Text("Edit name:"); - ImGui::InputText("##edit", name, IM_ARRAYSIZE(name)); + ImGui::InputText("##edit", name, IM_COUNTOF(name)); if (ImGui::Button("Close")) ImGui::CloseCurrentPopup(); ImGui::EndPopup(); @@ -3747,9 +5533,9 @@ static void ShowDemoWindowPopups() ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Popups/Modals"); if (ImGui::TreeNode("Modals")) { + IMGUI_DEMO_MARKER("Popups/Modals"); ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside."); if (ImGui::Button("Delete..")) @@ -3798,7 +5584,7 @@ static void ShowDemoWindowPopups() static int item = 1; static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); - ImGui::ColorEdit4("color", color); + ImGui::ColorEdit4("Color", color); if (ImGui::Button("Add another modal..")) ImGui::OpenPopup("Stacked 2"); @@ -3810,6 +5596,7 @@ static void ShowDemoWindowPopups() if (ImGui::BeginPopupModal("Stacked 2", &unused_open)) { ImGui::Text("Hello from Stacked The Second!"); + ImGui::ColorEdit4("Color", color); // Allow opening another nested popup if (ImGui::Button("Close")) ImGui::CloseCurrentPopup(); ImGui::EndPopup(); @@ -3823,13 +5610,13 @@ static void ShowDemoWindowPopups() ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Popups/Menus inside a regular window"); if (ImGui::TreeNode("Menus inside a regular window")) { + IMGUI_DEMO_MARKER("Popups/Menus inside a regular window"); ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); ImGui::Separator(); - ImGui::MenuItem("Menu item", "CTRL+M"); + ImGui::MenuItem("Menu item", "Ctrl+M"); if (ImGui::BeginMenu("Menu inside a regular window")) { ShowExampleMenuFile(); @@ -3905,9 +5692,10 @@ struct MyItem return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; } - // qsort() is instable so always return a way to differenciate items. - // Your own compare function may want to avoid fallback on implicit sort specs e.g. a Name compare if it wasn't already part of the sort specs. - return (a->ID - b->ID); + // qsort() is instable so always return a way to differentiate items. + // Your own compare function may want to avoid fallback on implicit sort specs. + // e.g. a Name compare if it wasn't already part of the sort specs. + return a->ID - b->ID; } }; const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL; @@ -3917,8 +5705,8 @@ const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL; static void PushStyleCompact() { ImGuiStyle& style = ImGui::GetStyle(); - ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(style.FramePadding.x, (float)(int)(style.FramePadding.y * 0.60f))); - ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x, (float)(int)(style.ItemSpacing.y * 0.60f))); + ImGui::PushStyleVarY(ImGuiStyleVar_FramePadding, (float)(int)(style.FramePadding.y * 0.60f)); + ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, (float)(int)(style.ItemSpacing.y * 0.60f)); } static void PopStyleCompact() @@ -3939,13 +5727,13 @@ static void EditTableSizingFlags(ImGuiTableFlags* p_flags) { ImGuiTableFlags_SizingStretchSame, "ImGuiTableFlags_SizingStretchSame", "Columns default to _WidthStretch with same weights." } }; int idx; - for (idx = 0; idx < IM_ARRAYSIZE(policies); idx++) + for (idx = 0; idx < IM_COUNTOF(policies); idx++) if (policies[idx].Value == (*p_flags & ImGuiTableFlags_SizingMask_)) break; - const char* preview_text = (idx < IM_ARRAYSIZE(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : ""; + const char* preview_text = (idx < IM_COUNTOF(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : ""; if (ImGui::BeginCombo("Sizing Policy", preview_text)) { - for (int n = 0; n < IM_ARRAYSIZE(policies); n++) + for (int n = 0; n < IM_COUNTOF(policies); n++) if (ImGui::Selectable(policies[n].Name, idx == n)) *p_flags = (*p_flags & ~ImGuiTableFlags_SizingMask_) | policies[n].Value; ImGui::EndCombo(); @@ -3955,7 +5743,7 @@ static void EditTableSizingFlags(ImGuiTableFlags* p_flags) if (ImGui::BeginItemTooltip()) { ImGui::PushTextWrapPos(ImGui::GetFontSize() * 50.0f); - for (int m = 0; m < IM_ARRAYSIZE(policies); m++) + for (int m = 0; m < IM_COUNTOF(policies); m++) { ImGui::Separator(); ImGui::Text("%s:", policies[m].Name); @@ -3990,6 +5778,7 @@ static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags) ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending); ImGui::CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker("Default for column 0"); ImGui::CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker("Default for column >0"); + ImGui::CheckboxFlags("_AngledHeader", p_flags, ImGuiTableColumnFlags_AngledHeader); } static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags) @@ -4000,10 +5789,13 @@ static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags) ImGui::CheckboxFlags("_IsHovered", &flags, ImGuiTableColumnFlags_IsHovered); } -static void ShowDemoWindowTables() +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowTables() +//----------------------------------------------------------------------------- + +static void DemoWindowTables() { //ImGui::SetNextItemOpen(true, ImGuiCond_Once); - IMGUI_DEMO_MARKER("Tables"); if (!ImGui::CollapsingHeader("Tables & Columns")) return; @@ -4014,10 +5806,10 @@ static void ShowDemoWindowTables() ImGui::PushID("Tables"); int open_action = -1; - if (ImGui::Button("Open all")) + if (ImGui::Button("Expand all")) open_action = 1; ImGui::SameLine(); - if (ImGui::Button("Close all")) + if (ImGui::Button("Collapse all")) open_action = 0; ImGui::SameLine(); @@ -4043,9 +5835,9 @@ static void ShowDemoWindowTables() // Demos if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Basic"); if (ImGui::TreeNode("Basic")) { + IMGUI_DEMO_MARKER("Tables/Basic"); // Here we will showcase three different ways to output a table. // They are very simple variations of a same thing! @@ -4088,8 +5880,9 @@ static void ShowDemoWindowTables() // as TableNextColumn() will automatically wrap around and create new rows as needed. // This is generally more convenient when your cells all contains the same type of data. HelpMarker( - "Only using TableNextColumn(), which tends to be convenient for tables where every cell contains the same type of contents.\n" - "This is also more similar to the old NextColumn() function of the Columns API, and provided to facilitate the Columns->Tables API transition."); + "Only using TableNextColumn(), which tends to be convenient for tables where every cell contains " + "the same type of contents.\n This is also more similar to the old NextColumn() function of the " + "Columns API, and provided to facilitate the Columns->Tables API transition."); if (ImGui::BeginTable("table3", 3)) { for (int item = 0; item < 14; item++) @@ -4105,9 +5898,9 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Borders, background"); if (ImGui::TreeNode("Borders, background")) { + IMGUI_DEMO_MARKER("Tables/Borders, background"); // Expose a few Borders related flags interactively enum ContentsType { CT_Text, CT_FillButton }; static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; @@ -4117,7 +5910,7 @@ static void ShowDemoWindowTables() PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); - ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterH"); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerH\n | ImGuiTableFlags_BordersOuterH"); ImGui::Indent(); ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); @@ -4140,13 +5933,13 @@ static void ShowDemoWindowTables() ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text); ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton); ImGui::Checkbox("Display headers", &display_headers); - ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers)"); PopStyleCompact(); if (ImGui::BeginTable("table1", 3, flags)) { - // Display headers so we can inspect their interaction with borders. - // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them too much. See other sections for details) + // Display headers so we can inspect their interaction with borders + // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them now. See other sections for details) if (display_headers) { ImGui::TableSetupColumn("One"); @@ -4176,16 +5969,18 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Resizable, stretch"); if (ImGui::TreeNode("Resizable, stretch")) { + IMGUI_DEMO_MARKER("Tables/Resizable, stretch"); // By default, if we don't enable ScrollX the sizing policy for each column is "Stretch" // All columns maintain a sizing weight, and they will occupy all available width. static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); - ImGui::SameLine(); HelpMarker("Using the _Resizable flag automatically enables the _BordersInnerV flag as well, this is why the resize borders are still showing when unchecking this."); + ImGui::SameLine(); HelpMarker( + "Using the _Resizable flag automatically enables the _BordersInnerV flag as well, " + "this is why the resize borders are still showing when unchecking this."); PopStyleCompact(); if (ImGui::BeginTable("table1", 3, flags)) @@ -4206,9 +6001,9 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Resizable, fixed"); if (ImGui::TreeNode("Resizable, fixed")) { + IMGUI_DEMO_MARKER("Tables/Resizable, fixed"); // Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set) // So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small) // If there is not enough available width to fit all columns, they will however be resized down. @@ -4240,9 +6035,9 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Resizable, mixed"); if (ImGui::TreeNode("Resizable, mixed")) { + IMGUI_DEMO_MARKER("Tables/Resizable, mixed"); HelpMarker( "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n" "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch."); @@ -4290,9 +6085,9 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers"); if (ImGui::TreeNode("Reorderable, hideable, with headers")) { + IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers"); HelpMarker( "Click and drag column headers to reorder columns.\n\n" "Right-click on a header to open a context menu."); @@ -4303,6 +6098,7 @@ static void ShowDemoWindowTables() ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); PopStyleCompact(); if (ImGui::BeginTable("table1", 3, flags)) @@ -4325,7 +6121,8 @@ static void ShowDemoWindowTables() ImGui::EndTable(); } - // Use outer_size.x == 0.0f instead of default to make the table as tight as possible (only valid when no scrolling and no stretch column) + // Use outer_size.x == 0.0f instead of default to make the table as tight as possible + // (only valid when no scrolling and no stretch column) if (ImGui::BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f))) { ImGui::TableSetupColumn("One"); @@ -4348,9 +6145,9 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Padding"); if (ImGui::TreeNode("Padding")) { + IMGUI_DEMO_MARKER("Tables/Padding"); // First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding. // We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding. HelpMarker( @@ -4358,7 +6155,8 @@ static void ShowDemoWindowTables() "e.g.:\n" "- BorderOuterV\n" "- any form of row selection\n" - "Because of this, activating BorderOuterV sets the default to PadOuterX. Using PadOuterX or NoPadOuterX you can override the default.\n\n" + "Because of this, activating BorderOuterV sets the default to PadOuterX. " + "Using PadOuterX or NoPadOuterX you can override the default.\n\n" "Actual padding values are using style.CellPadding.\n\n" "In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding."); @@ -4442,7 +6240,7 @@ static void ShowDemoWindowTables() strcpy(text_bufs[cell], "edit me"); ImGui::SetNextItemWidth(-FLT_MIN); ImGui::PushID(cell); - ImGui::InputText("##cell", text_bufs[cell], IM_ARRAYSIZE(text_bufs[cell])); + ImGui::InputText("##cell", text_bufs[cell], IM_COUNTOF(text_bufs[cell])); ImGui::PopID(); } if (!show_widget_frame_bg) @@ -4457,9 +6255,9 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Explicit widths"); if (ImGui::TreeNode("Sizing policies")) { + IMGUI_DEMO_MARKER("Tables/Explicit widths"); static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); @@ -4474,7 +6272,8 @@ static void ShowDemoWindowTables() EditTableSizingFlags(&sizing_policy_flags[table_n]); // To make it easier to understand the different sizing policy, - // For each policy: we display one table where the columns have equal contents width, and one where the columns have different contents width. + // For each policy: we display one table where the columns have equal contents width, + // and one where the columns have different contents width. if (ImGui::BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1)) { for (int row = 0; row < 3; row++) @@ -4503,7 +6302,9 @@ static void ShowDemoWindowTables() ImGui::Spacing(); ImGui::TextUnformatted("Advanced"); ImGui::SameLine(); - HelpMarker("This section allows you to interact and see the effect of various sizing policies depending on whether Scroll is enabled and the contents of your columns."); + HelpMarker( + "This section allows you to interact and see the effect of various sizing policies " + "depending on whether Scroll is enabled and the contents of your columns."); enum ContentsType { CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText }; static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable; @@ -4518,7 +6319,9 @@ static void ShowDemoWindowTables() if (contents_type == CT_FillButton) { ImGui::SameLine(); - HelpMarker("Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop where contents width can feed into auto-column width can feed into contents width."); + HelpMarker( + "Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop " + "where contents width can feed into auto-column width can feed into contents width."); } ImGui::DragInt("Columns", &column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp); ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); @@ -4550,7 +6353,7 @@ static void ShowDemoWindowTables() case CT_ShowWidth: ImGui::Text("W: %.1f", ImGui::GetContentRegionAvail().x); break; case CT_Button: ImGui::Button(label); break; case CT_FillButton: ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); break; - case CT_InputText: ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText("##", text_buf, IM_ARRAYSIZE(text_buf)); break; + case CT_InputText: ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText("##", text_buf, IM_COUNTOF(text_buf)); break; } ImGui::PopID(); } @@ -4561,10 +6364,12 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping"); if (ImGui::TreeNode("Vertical scrolling, with clipping")) { - HelpMarker("Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\nWe also demonstrate using ImGuiListClipper to virtualize the submission of many items."); + IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping"); + HelpMarker( + "Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\n" + "We also demonstrate using ImGuiListClipper to virtualize the submission of many items."); static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; PushStyleCompact(); @@ -4604,14 +6409,15 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Horizontal scrolling"); if (ImGui::TreeNode("Horizontal scrolling")) { + IMGUI_DEMO_MARKER("Tables/Horizontal scrolling"); HelpMarker( "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, " "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n" - "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX," - "because the container window won't automatically extend vertically to fix contents (this may be improved in future versions)."); + "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX, " + "because the container window won't automatically extend vertically to fix contents " + "(this may be improved in future versions)."); static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; static int freeze_cols = 1; static int freeze_rows = 1; @@ -4668,7 +6474,8 @@ static void ShowDemoWindowTables() HelpMarker( "Showcase using Stretch columns + ScrollX together: " "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n" - "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns + ScrollX together doesn't make sense."); + "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns " + "along with ScrollX doesn't make sense."); static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; static float inner_width = 1000.0f; PushStyleCompact(); @@ -4693,9 +6500,9 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Columns flags"); if (ImGui::TreeNode("Columns flags")) { + IMGUI_DEMO_MARKER("Tables/Columns flags"); // Create a first table just to show all the options/flags we want to make visible in our example! const int column_count = 3; const char* column_names[column_count] = { "One", "Two", "Three" }; @@ -4726,8 +6533,9 @@ static void ShowDemoWindowTables() } // Create the real table we care about for the example! - // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, otherwise in - // a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + resizing the parent window down) + // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, + // otherwise in a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + // + resizing the parent window down). const ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV @@ -4735,15 +6543,22 @@ static void ShowDemoWindowTables() ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9); if (ImGui::BeginTable("table_columns_flags", column_count, flags, outer_size)) { + bool has_angled_header = false; for (int column = 0; column < column_count; column++) + { + has_angled_header |= (column_flags[column] & ImGuiTableColumnFlags_AngledHeader) != 0; ImGui::TableSetupColumn(column_names[column], column_flags[column]); + } + if (has_angled_header) + ImGui::TableAngledHeadersRow(); ImGui::TableHeadersRow(); for (int column = 0; column < column_count; column++) column_flags_out[column] = ImGui::TableGetColumnFlags(column); float indent_step = (float)((int)TEXT_BASE_WIDTH / 2); for (int row = 0; row < 8; row++) { - ImGui::Indent(indent_step); // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. + // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. + ImGui::Indent(indent_step); ImGui::TableNextRow(); for (int column = 0; column < column_count; column++) { @@ -4760,9 +6575,9 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Columns widths"); if (ImGui::TreeNode("Columns widths")) { + IMGUI_DEMO_MARKER("Tables/Columns widths"); HelpMarker("Using TableSetupColumn() to setup default width."); static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize; @@ -4792,7 +6607,9 @@ static void ShowDemoWindowTables() ImGui::EndTable(); } - HelpMarker("Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, fixed columns with set width may still be shrunk down if there's not enough space in the host."); + HelpMarker( + "Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, " + "fixed columns with set width may still be shrunk down if there's not enough space in the host."); static ImGuiTableFlags flags2 = ImGuiTableFlags_None; PushStyleCompact(); @@ -4802,7 +6619,8 @@ static void ShowDemoWindowTables() PopStyleCompact(); if (ImGui::BeginTable("table2", 4, flags2)) { - // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. + // We could also set ImGuiTableFlags_SizingFixedFit on the table and then all columns + // will default to ImGuiTableColumnFlags_WidthFixed. ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0f); ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f); @@ -4826,9 +6644,9 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Nested tables"); if (ImGui::TreeNode("Nested tables")) { + IMGUI_DEMO_MARKER("Tables/Nested tables"); HelpMarker("This demonstrates embedding a table into another table cell."); if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) @@ -4840,7 +6658,7 @@ static void ShowDemoWindowTables() ImGui::TableNextColumn(); ImGui::Text("A0 Row 0"); { - float rows_height = TEXT_BASE_HEIGHT * 2; + float rows_height = (TEXT_BASE_HEIGHT * 2.0f) + (ImGui::GetStyle().CellPadding.y * 2.0f); if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) { ImGui::TableSetupColumn("B0"); @@ -4871,15 +6689,18 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Row height"); if (ImGui::TreeNode("Row height")) { - HelpMarker("You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\nWe cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row."); + IMGUI_DEMO_MARKER("Tables/Row height"); + HelpMarker( + "You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, " + "so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\n" + "We cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row."); if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_Borders)) { for (int row = 0; row < 8; row++) { - float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row); + float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row + ImGui::GetStyle().CellPadding.y * 2.0f); ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height); ImGui::TableNextColumn(); ImGui::Text("min_row_height = %.2f", min_row_height); @@ -4887,7 +6708,10 @@ static void ShowDemoWindowTables() ImGui::EndTable(); } - HelpMarker("Showcase using SameLine(0,0) to share Current Line Height between cells.\n\nPlease note that Tables Row Height is not the same thing as Current Line Height, as a table cell may contains multiple lines."); + HelpMarker( + "Showcase using SameLine(0,0) to share Current Line Height between cells.\n\n" + "Please note that Tables Row Height is not the same thing as Current Line Height, " + "as a table cell may contains multiple lines."); if (ImGui::BeginTable("table_share_lineheight", 2, ImGuiTableFlags_Borders)) { ImGui::TableNextRow(); @@ -4915,7 +6739,7 @@ static void ShowDemoWindowTables() for (int row = 0; row < 8; row++) { if ((row % 3) == 2) - ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(style.CellPadding.x, 20.0f)); + ImGui::PushStyleVarY(ImGuiStyleVar_CellPadding, 20.0f); ImGui::TableNextRow(ImGuiTableRowFlags_None); ImGui::TableNextColumn(); ImGui::Text("CellPadding.y = %.2f", style.CellPadding.y); @@ -4930,9 +6754,9 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Outer size"); if (ImGui::TreeNode("Outer size")) { + IMGUI_DEMO_MARKER("Tables/Outer size"); // Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY // Important to that note how the two flags have slightly different behaviors! ImGui::Text("Using NoHostExtendX and NoHostExtendY:"); @@ -4980,9 +6804,10 @@ static void ShowDemoWindowTables() ImGui::SameLine(); if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) { + const float rows_height = TEXT_BASE_HEIGHT * 1.5f + ImGui::GetStyle().CellPadding.y * 2.0f; for (int row = 0; row < 3; row++) { - ImGui::TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f); + ImGui::TableNextRow(0, rows_height); for (int column = 0; column < 3; column++) { ImGui::TableNextColumn(); @@ -4997,9 +6822,9 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Background color"); if (ImGui::TreeNode("Background color")) { + IMGUI_DEMO_MARKER("Tables/Background color"); static ImGuiTableFlags flags = ImGuiTableFlags_RowBg; static int row_bg_type = 1; static int row_bg_target = 1; @@ -5055,12 +6880,20 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Tree view"); if (ImGui::TreeNode("Tree view")) { - static ImGuiTableFlags flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody; + IMGUI_DEMO_MARKER("Tables/Tree view"); + static ImGuiTableFlags table_flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody; - if (ImGui::BeginTable("3ways", 3, flags)) + static ImGuiTreeNodeFlags tree_node_flags_base = ImGuiTreeNodeFlags_SpanAllColumns | ImGuiTreeNodeFlags_DefaultOpen | ImGuiTreeNodeFlags_DrawLinesFull; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanLabelWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanAllColumns); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_LabelSpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_LabelSpanAllColumns); + ImGui::SameLine(); HelpMarker("Useful if you know that you aren't displaying contents in other columns"); + + HelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns."); + if (ImGui::BeginTable("3ways", 3, table_flags)) { // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide); @@ -5081,13 +6914,21 @@ static void ShowDemoWindowTables() ImGui::TableNextRow(); ImGui::TableNextColumn(); const bool is_folder = (node->ChildCount > 0); + + ImGuiTreeNodeFlags node_flags = tree_node_flags_base; + if (node != &all_nodes[0]) + node_flags &= ~ImGuiTreeNodeFlags_LabelSpanAllColumns; // Only demonstrate this on the root node. + if (is_folder) { - bool open = ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_SpanFullWidth); - ImGui::TableNextColumn(); - ImGui::TextDisabled("--"); - ImGui::TableNextColumn(); - ImGui::TextUnformatted(node->Type); + bool open = ImGui::TreeNodeEx(node->Name, node_flags); + if ((node_flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) == 0) + { + ImGui::TableNextColumn(); + ImGui::TextDisabled("--"); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + } if (open) { for (int child_n = 0; child_n < node->ChildCount; child_n++) @@ -5097,7 +6938,7 @@ static void ShowDemoWindowTables() } else { - ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::TreeNodeEx(node->Name, node_flags | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen); ImGui::TableNextColumn(); ImGui::Text("%d", node->Size); ImGui::TableNextColumn(); @@ -5107,7 +6948,7 @@ static void ShowDemoWindowTables() }; static const MyTreeNode nodes[] = { - { "Root", "Folder", -1, 1, 3 }, // 0 + { "Root with Long Name", "Folder", -1, 1, 3 }, // 0 { "Music", "Folder", -1, 4, 2 }, // 1 { "Textures", "Folder", -1, 6, 3 }, // 2 { "desktop.ini", "System file", 1024, -1,-1 }, // 3 @@ -5127,12 +6968,13 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Item width"); if (ImGui::TreeNode("Item width")) { + IMGUI_DEMO_MARKER("Tables/Item width"); HelpMarker( "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n" - "Note that on auto-resizing non-resizable fixed columns, querying the content width for e.g. right-alignment doesn't make sense."); + "Note that on auto-resizing non-resizable fixed columns, querying the content width for " + "e.g. right-alignment doesn't make sense."); if (ImGui::BeginTable("table_item_width", 3, ImGuiTableFlags_Borders)) { ImGui::TableSetupColumn("small"); @@ -5173,9 +7015,9 @@ static void ShowDemoWindowTables() // Demonstrate using TableHeader() calls instead of TableHeadersRow() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Custom headers"); if (ImGui::TreeNode("Custom headers")) { + IMGUI_DEMO_MARKER("Tables/Custom headers"); const int COLUMNS_COUNT = 3; if (ImGui::BeginTable("table_custom_headers", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) { @@ -5187,7 +7029,11 @@ static void ShowDemoWindowTables() // FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox. static bool column_selected[3] = {}; - // Instead of calling TableHeadersRow() we'll submit custom headers ourselves + // Instead of calling TableHeadersRow() we'll submit custom headers ourselves. + // (A different approach is also possible: + // - Specify ImGuiTableColumnFlags_NoHeaderLabel in some TableSetupColumn() call. + // - Call TableHeadersRow() normally. This will submit TableHeader() with no name. + // - Then call TableSetColumnIndex() to position yourself in the column and submit your stuff e.g. Checkbox().) ImGui::TableNextRow(ImGuiTableRowFlags_Headers); for (int column = 0; column < COLUMNS_COUNT; column++) { @@ -5202,6 +7048,7 @@ static void ShowDemoWindowTables() ImGui::PopID(); } + // Submit table contents for (int row = 0; row < 5; row++) { ImGui::TableNextRow(); @@ -5218,13 +7065,84 @@ static void ShowDemoWindowTables() ImGui::TreePop(); } - // Demonstrate creating custom context menus inside columns, while playing it nice with context menus provided by TableHeadersRow()/TableHeader() + // Demonstrate using ImGuiTableColumnFlags_AngledHeader flag to create angled headers + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + if (ImGui::TreeNode("Angled headers")) + { + IMGUI_DEMO_MARKER("Tables/Angled headers"); + const char* column_names[] = { "Track", "cabasa", "ride", "smash", "tom-hi", "tom-mid", "tom-low", "hihat-o", "hihat-c", "snare-s", "snare-c", "clap", "rim", "kick" }; + const int columns_count = IM_COUNTOF(column_names); + const int rows_count = 12; + + static ImGuiTableFlags table_flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_Hideable | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_HighlightHoveredColumn; + static ImGuiTableColumnFlags column_flags = ImGuiTableColumnFlags_AngledHeader | ImGuiTableColumnFlags_WidthFixed; + static bool bools[columns_count * rows_count] = {}; // Dummy storage selection storage + static int frozen_cols = 1; + static int frozen_rows = 2; + ImGui::CheckboxFlags("_ScrollX", &table_flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("_ScrollY", &table_flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("_Resizable", &table_flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("_Sortable", &table_flags, ImGuiTableFlags_Sortable); + ImGui::CheckboxFlags("_NoBordersInBody", &table_flags, ImGuiTableFlags_NoBordersInBody); + ImGui::CheckboxFlags("_HighlightHoveredColumn", &table_flags, ImGuiTableFlags_HighlightHoveredColumn); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderInt("Frozen columns", &frozen_cols, 0, 2); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderInt("Frozen rows", &frozen_rows, 0, 2); + ImGui::CheckboxFlags("Disable header contributing to column width", &column_flags, ImGuiTableColumnFlags_NoHeaderWidth); + + if (ImGui::TreeNode("Style settings")) + { + ImGui::SameLine(); + HelpMarker("Giving access to some ImGuiStyle value in this demo for convenience."); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderAngle("style.TableAngledHeadersAngle", &ImGui::GetStyle().TableAngledHeadersAngle, -50.0f, +50.0f); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::SliderFloat2("style.TableAngledHeadersTextAlign", (float*)&ImGui::GetStyle().TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::TreePop(); + } + + if (ImGui::BeginTable("table_angled_headers", columns_count, table_flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 12))) + { + ImGui::TableSetupColumn(column_names[0], ImGuiTableColumnFlags_NoHide | ImGuiTableColumnFlags_NoReorder); + for (int n = 1; n < columns_count; n++) + ImGui::TableSetupColumn(column_names[n], column_flags); + ImGui::TableSetupScrollFreeze(frozen_cols, frozen_rows); + + ImGui::TableAngledHeadersRow(); // Draw angled headers for all columns with the ImGuiTableColumnFlags_AngledHeader flag. + ImGui::TableHeadersRow(); // Draw remaining headers and allow access to context-menu and other functions. + for (int row = 0; row < rows_count; row++) + { + ImGui::PushID(row); + ImGui::TableNextRow(); + ImGui::TableSetColumnIndex(0); + ImGui::AlignTextToFramePadding(); + ImGui::Text("Track %d", row); + for (int column = 1; column < columns_count; column++) + if (ImGui::TableSetColumnIndex(column)) + { + ImGui::PushID(column); + ImGui::Checkbox("", &bools[row * columns_count + column]); + ImGui::PopID(); + } + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate creating custom context menus inside columns, + // while playing it nice with context menus provided by TableHeadersRow()/TableHeader() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Context menus"); if (ImGui::TreeNode("Context menus")) { - HelpMarker("By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\nUsing ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body."); + IMGUI_DEMO_MARKER("Tables/Context menus"); + HelpMarker( + "By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\n" + "Using ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body."); static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody; PushStyleCompact(); @@ -5261,7 +7179,9 @@ static void ShowDemoWindowTables() // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. // [2.2] Right-click on the ".." to open a custom popup // [2.3] Right-click in columns to open another custom popup - HelpMarker("Demonstrate mixing table context menu (over header), item context button (over button) and custom per-colum context menu (over column body)."); + HelpMarker( + "Demonstrate mixing table context menu (over header), item context button (over button) " + "and custom per-column context menu (over column body)."); ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders; if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2)) { @@ -5328,14 +7248,16 @@ static void ShowDemoWindowTables() // Demonstrate creating multiple tables with the same ID if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Synced instances"); if (ImGui::TreeNode("Synced instances")) { + IMGUI_DEMO_MARKER("Tables/Synced instances"); HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc."); static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings; + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); ImGui::CheckboxFlags("ImGuiTableFlags_SizingFixedFit", &flags, ImGuiTableFlags_SizingFixedFit); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); for (int n = 0; n < 3; n++) { char buf[32]; @@ -5369,9 +7291,9 @@ static void ShowDemoWindowTables() }; if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Sorting"); if (ImGui::TreeNode("Sorting")) { + IMGUI_DEMO_MARKER("Tables/Sorting"); // Create item list static ImVector items; if (items.Size == 0) @@ -5379,7 +7301,7 @@ static void ShowDemoWindowTables() items.resize(50, MyItem()); for (int n = 0; n < items.Size; n++) { - const int template_n = n % IM_ARRAYSIZE(template_items_names); + const int template_n = n % IM_COUNTOF(template_items_names); MyItem& item = items[n]; item.ID = n; item.Name = template_items_names[template_n]; @@ -5454,22 +7376,23 @@ static void ShowDemoWindowTables() //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG] if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); - IMGUI_DEMO_MARKER("Tables/Advanced"); if (ImGui::TreeNode("Advanced")) { + IMGUI_DEMO_MARKER("Tables/Advanced"); static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_SizingFixedFit; + static ImGuiTableColumnFlags columns_base_flags = ImGuiTableColumnFlags_None; enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow }; static int contents_type = CT_SelectableSpanRow; const char* contents_type_names[] = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" }; static int freeze_cols = 1; static int freeze_rows = 1; - static int items_count = IM_ARRAYSIZE(template_items_names) * 2; + static int items_count = IM_COUNTOF(template_items_names) * 2; static ImVec2 outer_size_value = ImVec2(0.0f, TEXT_BASE_HEIGHT * 12); static float row_min_height = 0.0f; // Auto static float inner_width_with_scroll = 0.0f; // Auto-extend @@ -5504,7 +7427,7 @@ static void ShowDemoWindowTables() ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); - ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers)"); ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); ImGui::TreePop(); } @@ -5556,9 +7479,17 @@ static void ShowDemoWindowTables() ImGui::TreePop(); } - if (ImGui::TreeNodeEx("Other:", ImGuiTreeNodeFlags_DefaultOpen)) + if (ImGui::TreeNodeEx("Headers:", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::Checkbox("show_headers", &show_headers); + ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); + ImGui::CheckboxFlags("ImGuiTableColumnFlags_AngledHeader", &columns_base_flags, ImGuiTableColumnFlags_AngledHeader); + ImGui::SameLine(); HelpMarker("Enable AngledHeader on all columns. Best enabled on selected narrow columns (see \"Angled headers\" section of the demo)."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Other:", ImGuiTreeNodeFlags_DefaultOpen)) + { ImGui::Checkbox("show_wrapped_text", &show_wrapped_text); ImGui::DragFloat2("##OuterSize", &outer_size_value.x); @@ -5579,7 +7510,7 @@ static void ShowDemoWindowTables() ImGui::SameLine(); HelpMarker("Specify height of the Selectable item."); ImGui::DragInt("items_count", &items_count, 0.1f, 0, 9999); - ImGui::Combo("items_type (first column)", &contents_type, contents_type_names, IM_ARRAYSIZE(contents_type_names)); + ImGui::Combo("items_type (first column)", &contents_type, contents_type_names, IM_COUNTOF(contents_type_names)); //filter.Draw("filter"); ImGui::TreePop(); } @@ -5599,7 +7530,7 @@ static void ShowDemoWindowTables() items.resize(items_count, MyItem()); for (int n = 0; n < items_count; n++) { - const int template_n = n % IM_ARRAYSIZE(template_items_names); + const int template_n = n % IM_COUNTOF(template_items_names); MyItem& item = items[n]; item.ID = n; item.Name = template_items_names[template_n]; @@ -5619,12 +7550,12 @@ static void ShowDemoWindowTables() // Declare columns // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! - ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID); - ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); - ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); - ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity); - ImGui::TableSetupColumn("Description", (flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Description); - ImGui::TableSetupColumn("Hidden", ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort); + ImGui::TableSetupColumn("ID", columns_base_flags | ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", columns_base_flags | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", columns_base_flags | ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", columns_base_flags | ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupColumn("Description", columns_base_flags | ((flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch), 0.0f, MyItemColumnID_Description); + ImGui::TableSetupColumn("Hidden", columns_base_flags | ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort); ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); // Sort our data if sort specs have been changed! @@ -5643,12 +7574,13 @@ static void ShowDemoWindowTables() const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0; // Show headers + if (show_headers && (columns_base_flags & ImGuiTableColumnFlags_AngledHeader) != 0) + ImGui::TableAngledHeadersRow(); if (show_headers) ImGui::TableHeadersRow(); // Show data // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here? - ImGui::PushButtonRepeat(true); #if 1 // Demonstrate using clipper for large vertical lists ImGuiListClipper clipper; @@ -5708,7 +7640,7 @@ static void ShowDemoWindowTables() // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity, // and we are currently sorting on the column showing the Quantity. // To avoid triggering a sort while holding the button, we only trigger it when the button has been released. - // You will probably need a more advanced system in your code if you want to automatically sort when a specific entry changes. + // You will probably need some extra logic if you want to automatically sort when a specific entry changes. if (ImGui::TableSetColumnIndex(2)) { if (ImGui::SmallButton("Chop")) { item->Quantity += 1; } @@ -5733,7 +7665,6 @@ static void ShowDemoWindowTables() ImGui::PopID(); } } - ImGui::PopButtonRepeat(); // Store some info to display debug details below table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY()); @@ -5759,7 +7690,7 @@ static void ShowDemoWindowTables() ImGui::PopID(); - ShowDemoWindowColumns(); + DemoWindowColumns(); if (disable_indent) ImGui::PopStyleVar(); @@ -5767,9 +7698,8 @@ static void ShowDemoWindowTables() // Demonstrate old/legacy Columns API! // [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!] -static void ShowDemoWindowColumns() +static void DemoWindowColumns() { - IMGUI_DEMO_MARKER("Columns (legacy API)"); bool open = ImGui::TreeNode("Legacy Columns API"); ImGui::SameLine(); HelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!"); @@ -5777,9 +7707,9 @@ static void ShowDemoWindowColumns() return; // Basic columns - IMGUI_DEMO_MARKER("Columns (legacy API)/Basic"); if (ImGui::TreeNode("Basic")) { + IMGUI_DEMO_MARKER("Columns (legacy API)/Basic"); ImGui::Text("Without border:"); ImGui::Columns(3, "mycolumns3", false); // 3-ways, no border ImGui::Separator(); @@ -5822,9 +7752,9 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Columns (legacy API)/Borders"); if (ImGui::TreeNode("Borders")) { + IMGUI_DEMO_MARKER("Columns (legacy API)/Borders"); // NB: Future columns API should allow automatic horizontal borders. static bool h_borders = true; static bool v_borders = true; @@ -5843,12 +7773,14 @@ static void ShowDemoWindowColumns() { if (h_borders && ImGui::GetColumnIndex() == 0) ImGui::Separator(); + ImGui::PushID(i); ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); ImGui::Text("Long text that is likely to clip"); ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f)); + ImGui::PopID(); ImGui::NextColumn(); } ImGui::Columns(1); @@ -5858,9 +7790,9 @@ static void ShowDemoWindowColumns() } // Create multiple items in a same cell before switching to next column - IMGUI_DEMO_MARKER("Columns (legacy API)/Mixed items"); if (ImGui::TreeNode("Mixed items")) { + IMGUI_DEMO_MARKER("Columns (legacy API)/Mixed items"); ImGui::Columns(3, "mixed"); ImGui::Separator(); @@ -5890,9 +7822,9 @@ static void ShowDemoWindowColumns() } // Word wrapping - IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping"); if (ImGui::TreeNode("Word-wrapping")) { + IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping"); ImGui::Columns(2, "word-wrapping"); ImGui::Separator(); ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); @@ -5905,12 +7837,12 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Columns (legacy API)/Horizontal Scrolling"); if (ImGui::TreeNode("Horizontal Scrolling")) { + IMGUI_DEMO_MARKER("Columns (legacy API)/Horizontal Scrolling"); ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f)); ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f); - ImGui::BeginChild("##ScrollingRegion", child_size, false, ImGuiWindowFlags_HorizontalScrollbar); + ImGui::BeginChild("##ScrollingRegion", child_size, ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar); ImGui::Columns(10); // Also demonstrate using clipper for large vertical lists @@ -5931,9 +7863,9 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Columns (legacy API)/Tree"); if (ImGui::TreeNode("Tree")) { + IMGUI_DEMO_MARKER("Columns (legacy API)/Tree"); ImGui::Columns(2, "tree", true); for (int x = 0; x < 3; x++) { @@ -5971,40 +7903,44 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } -static void ShowDemoWindowInputs() +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowInputs() +//----------------------------------------------------------------------------- + +static void DemoWindowInputs() { - IMGUI_DEMO_MARKER("Inputs & Focus"); if (ImGui::CollapsingHeader("Inputs & Focus")) { ImGuiIO& io = ImGui::GetIO(); // Display inputs submitted to ImGuiIO - IMGUI_DEMO_MARKER("Inputs & Focus/Inputs"); ImGui::SetNextItemOpen(true, ImGuiCond_Once); - if (ImGui::TreeNode("Inputs")) + bool inputs_opened = ImGui::TreeNode("Inputs"); + ImGui::SameLine(); + HelpMarker( + "This is a simplified view. See more detailed input state:\n" + "- in 'Tools->Metrics/Debugger->Inputs'.\n" + "- in 'Tools->Debug Log->IO'."); + if (inputs_opened) { - HelpMarker( - "This is a simplified view. See more detailed input state:\n" - "- in 'Tools->Metrics/Debugger->Inputs'.\n" - "- in 'Tools->Debug Log->IO'."); + IMGUI_DEMO_MARKER("Inputs & Focus/Inputs"); if (ImGui::IsMousePosValid()) ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); else ImGui::Text("Mouse pos: "); ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); ImGui::Text("Mouse down:"); - for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + for (int i = 0; i < IM_COUNTOF(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); + ImGui::Text("Mouse clicked count:"); + for (int i = 0; i < IM_COUNTOF(io.MouseDown); i++) if (io.MouseClickedCount[i] > 0) { ImGui::SameLine(); ImGui::Text("b%d: %d", i, io.MouseClickedCount[i]); } - // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends. - // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. -#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + // We iterate both legacy native range and named ImGuiKey ranges. This is a little unusual/odd but this allows + // displaying the data for old/new backends. + // User code should never have to go through such hoops! + // You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; ImGuiKey start_key = ImGuiKey_NamedKey_BEGIN; -#else - struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array - ImGuiKey start_key = (ImGuiKey)0; -#endif ImGui::Text("Keys down:"); for (ImGuiKey key = start_key; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); } ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. @@ -6013,17 +7949,19 @@ static void ShowDemoWindowInputs() } // Display ImGuiIO output flags - IMGUI_DEMO_MARKER("Inputs & Focus/Outputs"); ImGui::SetNextItemOpen(true, ImGuiCond_Once); - if (ImGui::TreeNode("Outputs")) + bool outputs_opened = ImGui::TreeNode("Outputs"); + ImGui::SameLine(); + HelpMarker( + "The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui " + "to instruct your application of how to route inputs. Typically, when a value is true, it means " + "Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n" + "The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, " + "and underlying application should ignore mouse inputs (in practice there are many and more subtle " + "rules leading to how those flags are set)."); + if (outputs_opened) { - HelpMarker( - "The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui " - "to instruct your application of how to route inputs. Typically, when a value is true, it means " - "Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n" - "The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, " - "and underlying application should ignore mouse inputs (in practice there are many and more subtle " - "rules leading to how those flags are set)."); + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs"); ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse); ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard); @@ -6036,7 +7974,8 @@ static void ShowDemoWindowInputs() { HelpMarker( "Hovering the colored canvas will override io.WantCaptureXXX fields.\n" - "Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering and true when clicking."); + "Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering " + "and true when clicking."); static int capture_override_mouse = -1; static int capture_override_keyboard = -1; const char* capture_override_desc[] = { "None", "Set to false", "Set to true" }; @@ -6056,15 +7995,117 @@ static void ShowDemoWindowInputs() ImGui::TreePop(); } + // Demonstrate using Shortcut() and Routing Policies. + // The general flow is: + // - Code interested in a chord (e.g. "Ctrl+A") declares their intent. + // - Multiple locations may be interested in same chord! Routing helps find a winner. + // - Every frame, we resolve all claims and assign one owner if the modifiers are matching. + // - The lower-level function is 'bool SetShortcutRouting()', returns true when caller got the route. + // - Most of the times, SetShortcutRouting() is not called directly. User mostly calls Shortcut() with routing flags. + // - If you call Shortcut() WITHOUT any routing option, it uses ImGuiInputFlags_RouteFocused. + // TL;DR: Most uses will simply be: + // - Shortcut(ImGuiMod_Ctrl | ImGuiKey_A); // Use ImGuiInputFlags_RouteFocused policy. + if (ImGui::TreeNode("Shortcuts")) + { + IMGUI_DEMO_MARKER("Inputs & Focus/Shortcuts"); + static ImGuiInputFlags route_options = ImGuiInputFlags_Repeat; + static ImGuiInputFlags route_type = ImGuiInputFlags_RouteFocused; + ImGui::CheckboxFlags("ImGuiInputFlags_Repeat", &route_options, ImGuiInputFlags_Repeat); + ImGui::RadioButton("ImGuiInputFlags_RouteActive", &route_type, ImGuiInputFlags_RouteActive); + ImGui::RadioButton("ImGuiInputFlags_RouteFocused (default)", &route_type, ImGuiInputFlags_RouteFocused); + ImGui::Indent(); + ImGui::BeginDisabled(route_type != ImGuiInputFlags_RouteFocused); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverActive##0", &route_options, ImGuiInputFlags_RouteOverActive); + ImGui::EndDisabled(); + ImGui::Unindent(); + ImGui::RadioButton("ImGuiInputFlags_RouteGlobal", &route_type, ImGuiInputFlags_RouteGlobal); + ImGui::Indent(); + ImGui::BeginDisabled(route_type != ImGuiInputFlags_RouteGlobal); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverFocused", &route_options, ImGuiInputFlags_RouteOverFocused); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverActive", &route_options, ImGuiInputFlags_RouteOverActive); + ImGui::CheckboxFlags("ImGuiInputFlags_RouteUnlessBgFocused", &route_options, ImGuiInputFlags_RouteUnlessBgFocused); + ImGui::EndDisabled(); + ImGui::Unindent(); + ImGui::RadioButton("ImGuiInputFlags_RouteAlways", &route_type, ImGuiInputFlags_RouteAlways); + ImGuiInputFlags flags = route_type | route_options; // Merged flags + if (route_type != ImGuiInputFlags_RouteGlobal) + flags &= ~(ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused); + + ImGui::SeparatorText("Using SetNextItemShortcut()"); + ImGui::Text("Ctrl+S"); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, flags | ImGuiInputFlags_Tooltip); + ImGui::Button("Save"); + ImGui::Text("Alt+F"); + ImGui::SetNextItemShortcut(ImGuiMod_Alt | ImGuiKey_F, flags | ImGuiInputFlags_Tooltip); + static float f = 0.5f; + ImGui::SliderFloat("Factor", &f, 0.0f, 1.0f); + + ImGui::SeparatorText("Using Shortcut()"); + const float line_height = ImGui::GetTextLineHeightWithSpacing(); + const ImGuiKeyChord key_chord = ImGuiMod_Ctrl | ImGuiKey_A; + + ImGui::Text("Ctrl+A"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + + ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(1.0f, 0.0f, 1.0f, 0.1f)); + + ImGui::BeginChild("WindowA", ImVec2(-FLT_MIN, line_height * 14), true); + ImGui::Text("Press Ctrl+A and see who receives it!"); + ImGui::Separator(); + + // 1: Window polling for Ctrl+A + ImGui::Text("(in WindowA)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + + // 2: InputText also polling for Ctrl+A: it always uses _RouteFocused internally (gets priority when active) + // (Commented because the owner-aware version of Shortcut() is still in imgui_internal.h) + //char str[16] = "Press Ctrl+A"; + //ImGui::Spacing(); + //ImGui::InputText("InputTextB", str, IM_COUNTOF(str), ImGuiInputTextFlags_ReadOnly); + //ImGuiID item_id = ImGui::GetItemID(); + //ImGui::SameLine(); HelpMarker("Internal widgets always use _RouteFocused"); + //ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, item_id) ? "PRESSED" : "..."); + + // 3: Dummy child is not claiming the route: focusing them shouldn't steal route away from WindowA + ImGui::BeginChild("ChildD", ImVec2(-FLT_MIN, line_height * 4), true); + ImGui::Text("(in ChildD: not using same Shortcut)"); + ImGui::Text("IsWindowFocused: %d", ImGui::IsWindowFocused()); + ImGui::EndChild(); + + // 4: Child window polling for Ctrl+A. It is deeper than WindowA and gets priority when focused. + ImGui::BeginChild("ChildE", ImVec2(-FLT_MIN, line_height * 4), true); + ImGui::Text("(in ChildE: using same Shortcut)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + ImGui::EndChild(); + + // 5: In a popup + if (ImGui::Button("Open Popup")) + ImGui::OpenPopup("PopupF"); + if (ImGui::BeginPopup("PopupF")) + { + ImGui::Text("(in PopupF)"); + ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); + // (Commented because the owner-aware version of Shortcut() is still in imgui_internal.h) + //ImGui::InputText("InputTextG", str, IM_COUNTOF(str), ImGuiInputTextFlags_ReadOnly); + //ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, ImGui::GetItemID()) ? "PRESSED" : "..."); + ImGui::EndPopup(); + } + ImGui::EndChild(); + ImGui::PopStyleColor(); + + ImGui::TreePop(); + } + // Display mouse cursors - IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors"); if (ImGui::TreeNode("Mouse Cursors")) { - const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" }; - IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); + IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors"); + const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "Wait", "Progress", "NotAllowed" }; + IM_ASSERT(IM_COUNTOF(mouse_cursors_names) == ImGuiMouseCursor_COUNT); ImGuiMouseCursor current = ImGui::GetMouseCursor(); - ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]); + const char* cursor_name = (current >= ImGuiMouseCursor_Arrow) && (current < ImGuiMouseCursor_COUNT) ? mouse_cursors_names[current] : "N/A"; + ImGui::Text("Current mouse cursor = %d: %s", current, cursor_name); ImGui::BeginDisabled(true); ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); ImGui::EndDisabled(); @@ -6085,25 +8126,25 @@ static void ShowDemoWindowInputs() ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Inputs & Focus/Tabbing"); if (ImGui::TreeNode("Tabbing")) { - ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields."); + IMGUI_DEMO_MARKER("Inputs & Focus/Tabbing"); + ImGui::Text("Use Tab/Shift+Tab to cycle through keyboard editable fields."); static char buf[32] = "hello"; - ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); - ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); - ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); - ImGui::PushTabStop(false); - ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("1", buf, IM_COUNTOF(buf)); + ImGui::InputText("2", buf, IM_COUNTOF(buf)); + ImGui::InputText("3", buf, IM_COUNTOF(buf)); + ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop, true); + ImGui::InputText("4 (tab skip)", buf, IM_COUNTOF(buf)); ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); - ImGui::PopTabStop(); - ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); + ImGui::PopItemFlag(); + ImGui::InputText("5", buf, IM_COUNTOF(buf)); ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Inputs & Focus/Focus from code"); if (ImGui::TreeNode("Focus from code")) { + IMGUI_DEMO_MARKER("Inputs & Focus/Focus from code"); bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine(); bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine(); bool focus_3 = ImGui::Button("Focus on 3"); @@ -6111,19 +8152,19 @@ static void ShowDemoWindowInputs() static char buf[128] = "click on a button to set focus"; if (focus_1) ImGui::SetKeyboardFocusHere(); - ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("1", buf, IM_COUNTOF(buf)); if (ImGui::IsItemActive()) has_focus = 1; if (focus_2) ImGui::SetKeyboardFocusHere(); - ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("2", buf, IM_COUNTOF(buf)); if (ImGui::IsItemActive()) has_focus = 2; - ImGui::PushTabStop(false); + ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop, true); if (focus_3) ImGui::SetKeyboardFocusHere(); - ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("3 (tab skip)", buf, IM_COUNTOF(buf)); if (ImGui::IsItemActive()) has_focus = 3; ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); - ImGui::PopTabStop(); + ImGui::PopItemFlag(); if (has_focus) ImGui::Text("Item with focus: %d", has_focus); @@ -6143,9 +8184,9 @@ static void ShowDemoWindowInputs() ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Inputs & Focus/Dragging"); if (ImGui::TreeNode("Dragging")) { + IMGUI_DEMO_MARKER("Inputs & Focus/Dragging"); ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget."); for (int button = 0; button < 3; button++) { @@ -6188,10 +8229,24 @@ void ImGui::ShowAboutWindow(bool* p_open) } IMGUI_DEMO_MARKER("Tools/About Dear ImGui"); ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + + ImGui::TextLinkOpenURL("Homepage", "https://github.com/ocornut/imgui"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("FAQ", "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Wiki", "https://github.com/ocornut/imgui/wiki"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Extensions", "https://github.com/ocornut/imgui/wiki/Useful-Extensions"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Releases", "https://github.com/ocornut/imgui/releases"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("Funding", "https://github.com/ocornut/imgui/wiki/Funding"); + ImGui::Separator(); - ImGui::Text("By Omar Cornut and all Dear ImGui contributors."); + ImGui::Text("(c) 2014-2026 Omar Cornut"); + ImGui::Text("Developed by Omar Cornut and all Dear ImGui contributors."); ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); - ImGui::Text("If your company uses this, please consider sponsoring the project!"); + ImGui::Text("If your company uses this, please consider funding the project."); static bool show_config_info = false; ImGui::Checkbox("Config/Build Information", &show_config_info); @@ -6202,23 +8257,24 @@ void ImGui::ShowAboutWindow(bool* p_open) bool copy_to_clipboard = ImGui::Button("Copy to clipboard"); ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18); - ImGui::BeginChildFrame(ImGui::GetID("cfg_infos"), child_size, ImGuiWindowFlags_NoMove); + ImGui::BeginChild(ImGui::GetID("cfg_infos"), child_size, ImGuiChildFlags_FrameStyle); if (copy_to_clipboard) { ImGui::LogToClipboard(); - ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub + ImGui::LogText("// (Copy from the next line. Keep the ``` markers for formatting.)\n"); + ImGui::LogText("```cpp\n"); // Back quotes will make text appears without formatting when pasting on GitHub } ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); ImGui::Separator(); ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert)); ImGui::Text("define: __cplusplus=%d", (int)__cplusplus); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGui::Text("define: IMGUI_ENABLE_TEST_ENGINE"); +#endif #ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS"); #endif -#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO - ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_KEYIO"); -#endif #ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS"); #endif @@ -6228,6 +8284,9 @@ void ImGui::ShowAboutWindow(bool* p_open) #ifdef IMGUI_DISABLE_WIN32_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS"); #endif +#ifdef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS"); +#endif #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS"); #endif @@ -6278,6 +8337,11 @@ void ImGui::ShowAboutWindow(bool* p_open) #endif #ifdef __EMSCRIPTEN__ ImGui::Text("define: __EMSCRIPTEN__"); +#ifdef __EMSCRIPTEN_MAJOR__ + ImGui::Text("Emscripten: %d.%d.%d", __EMSCRIPTEN_MAJOR__, __EMSCRIPTEN_MINOR__, __EMSCRIPTEN_TINY__); +#else + ImGui::Text("Emscripten: %d.%d.%d", __EMSCRIPTEN_major__, __EMSCRIPTEN_minor__, __EMSCRIPTEN_tiny__); +#endif #endif #ifdef IMGUI_HAS_VIEWPORT ImGui::Text("define: IMGUI_HAS_VIEWPORT"); @@ -6285,30 +8349,51 @@ void ImGui::ShowAboutWindow(bool* p_open) #ifdef IMGUI_HAS_DOCK ImGui::Text("define: IMGUI_HAS_DOCK"); #endif +#ifdef NDEBUG + ImGui::Text("define: NDEBUG"); +#endif + + // Heuristic to detect no-op IM_ASSERT() macros + // - This is designed so people opening bug reports would convey and notice that they have disabled asserts for Dear ImGui code. + // - 16 is > strlen("((void)(_EXPR))") which we suggested in our imconfig.h template as a possible way to disable. + int assert_runs_expression = 0; + IM_ASSERT(++assert_runs_expression); + int assert_expand_len = (int)strlen(IM_STRINGIFY((IM_ASSERT(true)))); + bool assert_maybe_disabled = (!assert_runs_expression || assert_expand_len <= 16); + ImGui::Text("IM_ASSERT: runs expression: %s. expand size: %s%s", + assert_runs_expression ? "OK" : "KO", (assert_expand_len > 16) ? "OK" : "KO", assert_maybe_disabled ? " (MAYBE DISABLED?!)" : ""); + if (assert_maybe_disabled) + { + ImGui::SameLine(); + HelpMarker("IM_ASSERT() calls assert() by default. Compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes!"); + } + ImGui::Separator(); ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL"); ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL"); ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags); if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) ImGui::Text(" NavEnableKeyboard"); if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) ImGui::Text(" NavEnableGamepad"); - if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) ImGui::Text(" NavEnableSetMousePos"); - if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) ImGui::Text(" NavNoCaptureKeyboard"); if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse"); if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange"); + if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) ImGui::Text(" NoKeyboard"); if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) ImGui::Text(" DockingEnable"); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui::Text(" ViewportsEnable"); - if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) ImGui::Text(" DpiEnableScaleViewports"); - if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ImGui::Text(" DpiEnableScaleFonts"); if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor"); + if (io.ConfigDpiScaleFonts) ImGui::Text("io.ConfigDpiScaleFonts"); + if (io.ConfigDpiScaleViewports) ImGui::Text("io.ConfigDpiScaleViewports"); if (io.ConfigViewportsNoAutoMerge) ImGui::Text("io.ConfigViewportsNoAutoMerge"); if (io.ConfigViewportsNoTaskBarIcon) ImGui::Text("io.ConfigViewportsNoTaskBarIcon"); if (io.ConfigViewportsNoDecoration) ImGui::Text("io.ConfigViewportsNoDecoration"); if (io.ConfigViewportsNoDefaultParent) ImGui::Text("io.ConfigViewportsNoDefaultParent"); if (io.ConfigDockingNoSplit) ImGui::Text("io.ConfigDockingNoSplit"); + if (io.ConfigDockingNoDockingOver) ImGui::Text("io.ConfigDockingNoDockingOver"); if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift"); if (io.ConfigDockingAlwaysTabBar) ImGui::Text("io.ConfigDockingAlwaysTabBar"); if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload"); if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); + if (io.ConfigNavMoveSetMousePos) ImGui::Text("io.ConfigNavMoveSetMousePos"); + if (io.ConfigNavCaptureKeyboard) ImGui::Text("io.ConfigNavCaptureKeyboard"); if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); @@ -6319,10 +8404,13 @@ void ImGui::ShowAboutWindow(bool* p_open) if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports"); if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport"); + if (io.BackendFlags & ImGuiBackendFlags_HasParentViewport) ImGui::Text(" HasParentViewport"); if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) ImGui::Text(" RendererHasTextures"); if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports"); ImGui::Separator(); - ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); + ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexData->Width, io.Fonts->TexData->Height); + ImGui::Text("io.Fonts->FontLoaderName: %s", io.Fonts->FontLoaderName ? io.Fonts->FontLoaderName : "NULL"); ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); ImGui::Separator(); @@ -6339,7 +8427,7 @@ void ImGui::ShowAboutWindow(bool* p_open) ImGui::LogText("\n```\n"); ImGui::LogFinish(); } - ImGui::EndChildFrame(); + ImGui::EndChild(); } ImGui::End(); } @@ -6347,64 +8435,56 @@ void ImGui::ShowAboutWindow(bool* p_open) //----------------------------------------------------------------------------- // [SECTION] Style Editor / ShowStyleEditor() //----------------------------------------------------------------------------- -// - ShowFontSelector() // - ShowStyleSelector() // - ShowStyleEditor() //----------------------------------------------------------------------------- -// Forward declare ShowFontAtlas() which isn't worth putting in public API yet -namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); } - -// Demo helper function to select among loaded fonts. -// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one. -void ImGui::ShowFontSelector(const char* label) +// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. +bool ImGui::ShowStyleSelector(const char* label) { - ImGuiIO& io = ImGui::GetIO(); - ImFont* font_current = ImGui::GetFont(); - if (ImGui::BeginCombo(label, font_current->GetDebugName())) + // FIXME: This is a bit tricky to get right as style are functions, they don't register a name nor the fact that one is active. + // So we keep track of last active one among our limited selection. + static int style_idx = -1; + const char* style_names[] = { "Dark", "Light", "Classic" }; + bool ret = false; + if (ImGui::BeginCombo(label, (style_idx >= 0 && style_idx < IM_COUNTOF(style_names)) ? style_names[style_idx] : "")) { - for (ImFont* font : io.Fonts->Fonts) + for (int n = 0; n < IM_COUNTOF(style_names); n++) { - ImGui::PushID((void*)font); - if (ImGui::Selectable(font->GetDebugName(), font == font_current)) - io.FontDefault = font; - ImGui::PopID(); + if (ImGui::Selectable(style_names[n], style_idx == n, ImGuiSelectableFlags_SelectOnNav)) + { + style_idx = n; + ret = true; + switch (style_idx) + { + case 0: ImGui::StyleColorsDark(); break; + case 1: ImGui::StyleColorsLight(); break; + case 2: ImGui::StyleColorsClassic(); break; + } + } + else if (style_idx == n) + ImGui::SetItemDefaultFocus(); } ImGui::EndCombo(); } - ImGui::SameLine(); - HelpMarker( - "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n" - "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" - "- Read FAQ and docs/FONTS.md for more details.\n" - "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); + return ret; } -// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. -// Here we use the simplified Combo() api that packs items into a single literal string. -// Useful for quick combo boxes where the choices are known locally. -bool ImGui::ShowStyleSelector(const char* label) +static const char* GetTreeLinesFlagsName(ImGuiTreeNodeFlags flags) { - static int style_idx = -1; - if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0")) - { - switch (style_idx) - { - case 0: ImGui::StyleColorsDark(); break; - case 1: ImGui::StyleColorsLight(); break; - case 2: ImGui::StyleColorsClassic(); break; - } - return true; - } - return false; + if (flags == ImGuiTreeNodeFlags_DrawLinesNone) return "DrawLinesNone"; + if (flags == ImGuiTreeNodeFlags_DrawLinesFull) return "DrawLinesFull"; + if (flags == ImGuiTreeNodeFlags_DrawLinesToNodes) return "DrawLinesToNodes"; + return ""; } +// We omit the ImGui:: prefix in this function, as we don't expect user to be copy and pasting this code. void ImGui::ShowStyleEditor(ImGuiStyle* ref) { IMGUI_DEMO_MARKER("Tools/Style Editor"); // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to // (without a reference style pointer, we will use one compared locally as a reference) - ImGuiStyle& style = ImGui::GetStyle(); + ImGuiStyle& style = GetStyle(); static ImGuiStyle ref_saved_style; // Default to using internal storage as reference @@ -6415,175 +8495,247 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) if (ref == NULL) ref = &ref_saved_style; - ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f); + // The logic behind dynamically changing 'max_border_size' is to not encourage people to increase border size too much: it'll likely reveal lots of subtle rendering artifacts and this isn't a priority right now. + // Note that _MainScale is currently internal PLEASE DO NOT USE IN YOUR CODE. + const float default_border_size = (float)(int)style._MainScale; + const float max_border_size = IM_MAX(default_border_size, 2.0f); - if (ImGui::ShowStyleSelector("Colors##Selector")) - ref_saved_style = style; - ImGui::ShowFontSelector("Fonts##Selector"); + PushItemWidth(GetWindowWidth() * 0.50f); - // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f) - if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f")) - style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding - { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } } - ImGui::SameLine(); - { bool border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } } - ImGui::SameLine(); - { bool border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } } + { + // General + SeparatorText("General"); + if ((GetIO().BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0) + { + BulletText("Warning: Font scaling will NOT be smooth, because\nImGuiBackendFlags_RendererHasTextures is not set!"); + BulletText("For instructions, see:"); + SameLine(); + TextLinkOpenURL("docs/BACKENDS.md", "https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md"); + } + + if (ShowStyleSelector("Colors##Selector")) + ref_saved_style = style; + ShowFontSelector("Fonts##Selector"); + if (DragFloat("FontSizeBase", &style.FontSizeBase, 0.20f, 5.0f, 100.0f, "%.0f")) + style._NextFrameFontSizeBase = style.FontSizeBase; // FIXME: Temporary hack until we finish remaining work. + SameLine(0.0f, 0.0f); Text(" (out %.2f)", GetFontSize()); + DragFloat("FontScaleMain", &style.FontScaleMain, 0.02f, 0.5f, 4.0f); + BeginDisabled(GetIO().ConfigDpiScaleFonts); + DragFloat("FontScaleDpi", &style.FontScaleDpi, 0.02f, 0.5f, 4.0f); + SetItemTooltip("When io.ConfigDpiScaleFonts is set, this value is automatically overwritten."); + EndDisabled(); + + // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f) + if (SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f")) + style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding + { bool border = (style.WindowBorderSize > 0.0f); if (Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? default_border_size : 0.0f; } } + SameLine(); + { bool border = (style.FrameBorderSize > 0.0f); if (Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? default_border_size : 0.0f; } } + SameLine(); + { bool border = (style.PopupBorderSize > 0.0f); if (Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? default_border_size : 0.0f; } } + } // Save/Revert button - if (ImGui::Button("Save Ref")) + if (Button("Save Ref")) *ref = ref_saved_style = style; - ImGui::SameLine(); - if (ImGui::Button("Revert Ref")) + SameLine(); + if (Button("Revert Ref")) style = *ref; - ImGui::SameLine(); + SameLine(); HelpMarker( "Save/Revert in local non-persistent storage. Default Colors definition are not affected. " "Use \"Export\" below to save them somewhere."); - ImGui::Separator(); - - if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None)) + SeparatorText("Details"); + if (BeginTabBar("##tabs", ImGuiTabBarFlags_None)) { - if (ImGui::BeginTabItem("Sizes")) + if (BeginTabItem("Sizes")) { - ImGui::SeparatorText("Main"); - ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); - ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); - ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f"); - ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); - ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); - ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); - ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f"); - ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f"); - ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f"); + SeparatorText("Main"); + SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); + SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); + SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); + SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); + SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); + SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f"); + SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f"); - ImGui::SeparatorText("Borders"); - ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f"); - ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f"); - ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f"); - ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f"); - ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f"); - ImGui::SliderFloat("TabBarBorderSize", &style.TabBarBorderSize, 0.0f, 2.0f, "%.0f"); + SeparatorText("Borders"); + SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, max_border_size, "%.0f"); + SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, max_border_size, "%.0f"); + SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, max_border_size, "%.0f"); + SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, max_border_size, "%.0f"); - ImGui::SeparatorText("Rounding"); - ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); - ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f"); - ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"); - ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); - ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); - ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); - ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); + SeparatorText("Rounding"); + SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); + SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f"); + SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"); + SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); + SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); - ImGui::SeparatorText("Widgets"); - ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); + SeparatorText("Scrollbar"); + SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f"); + SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); + SliderFloat("ScrollbarPadding", &style.ScrollbarPadding, 0.0f, 10.0f, "%.0f"); + + SeparatorText("Tabs"); + SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, max_border_size, "%.0f"); + SliderFloat("TabBarBorderSize", &style.TabBarBorderSize, 0.0f, max_border_size, "%.0f"); + SliderFloat("TabBarOverlineSize", &style.TabBarOverlineSize, 0.0f, IM_MAX(3.0f, max_border_size), "%.0f"); + SameLine(); HelpMarker("Overline is only drawn over the selected tab when ImGuiTabBarFlags_DrawSelectedOverline is set."); + DragFloat("TabMinWidthBase", &style.TabMinWidthBase, 0.5f, 1.0f, 500.0f, "%.0f"); + DragFloat("TabMinWidthShrink", &style.TabMinWidthShrink, 0.5f, 1.0f, 500.0f, "%0.f"); + DragFloat("TabCloseButtonMinWidthSelected", &style.TabCloseButtonMinWidthSelected, 0.5f, -1.0f, 100.0f, (style.TabCloseButtonMinWidthSelected < 0.0f) ? "%.0f (Always)" : "%.0f"); + DragFloat("TabCloseButtonMinWidthUnselected", &style.TabCloseButtonMinWidthUnselected, 0.5f, -1.0f, 100.0f, (style.TabCloseButtonMinWidthUnselected < 0.0f) ? "%.0f (Always)" : "%.0f"); + SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); + + SeparatorText("Tables"); + SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f"); + SliderAngle("TableAngledHeadersAngle", &style.TableAngledHeadersAngle, -50.0f, +50.0f); + SliderFloat2("TableAngledHeadersTextAlign", (float*)&style.TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f"); + + SeparatorText("Trees"); + bool combo_open = BeginCombo("TreeLinesFlags", GetTreeLinesFlagsName(style.TreeLinesFlags)); + SameLine(); + HelpMarker("[Experimental] Tree lines may not work in all situations (e.g. using a clipper) and may incurs slight traversal overhead.\n\nImGuiTreeNodeFlags_DrawLinesFull is faster than ImGuiTreeNodeFlags_DrawLinesToNode."); + if (combo_open) + { + const ImGuiTreeNodeFlags options[] = { ImGuiTreeNodeFlags_DrawLinesNone, ImGuiTreeNodeFlags_DrawLinesFull, ImGuiTreeNodeFlags_DrawLinesToNodes }; + for (ImGuiTreeNodeFlags option : options) + if (Selectable(GetTreeLinesFlagsName(option), style.TreeLinesFlags == option)) + style.TreeLinesFlags = option; + EndCombo(); + } + SliderFloat("TreeLinesSize", &style.TreeLinesSize, 0.0f, max_border_size, "%.0f"); + SliderFloat("TreeLinesRounding", &style.TreeLinesRounding, 0.0f, 12.0f, "%.0f"); + + SeparatorText("Windows"); + SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); + SliderFloat("WindowBorderHoverPadding", &style.WindowBorderHoverPadding, 1.0f, 20.0f, "%.0f"); int window_menu_button_position = style.WindowMenuButtonPosition + 1; - if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) - style.WindowMenuButtonPosition = window_menu_button_position - 1; - ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); - ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); - ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); - ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); - ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); - ImGui::SliderFloat("SeparatorTextBorderSize", &style.SeparatorTextBorderSize, 0.0f, 10.0f, "%.0f"); - ImGui::SliderFloat2("SeparatorTextAlign", (float*)&style.SeparatorTextAlign, 0.0f, 1.0f, "%.2f"); - ImGui::SliderFloat2("SeparatorTextPadding", (float*)&style.SeparatorTextPadding, 0.0f, 40.0f, "%.0f"); - ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); + if (Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) + style.WindowMenuButtonPosition = (ImGuiDir)(window_menu_button_position - 1); - ImGui::SeparatorText("Docking"); - ImGui::SliderFloat("DockingSplitterSize", &style.DockingSeparatorSize, 0.0f, 12.0f, "%.0f"); + SeparatorText("Widgets"); + SliderFloat("ColorMarkerSize", &style.ColorMarkerSize, 0.0f, 8.0f, "%.0f"); + Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); + SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); + SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); + SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); + SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); + SliderFloat("SeparatorSize", &style.SeparatorSize, 0.0f, 10.0f, "%.0f"); + SliderFloat("SeparatorTextBorderSize", &style.SeparatorTextBorderSize, 0.0f, 10.0f, "%.0f"); + SliderFloat2("SeparatorTextAlign", (float*)&style.SeparatorTextAlign, 0.0f, 1.0f, "%.2f"); + SliderFloat2("SeparatorTextPadding", (float*)&style.SeparatorTextPadding, 0.0f, 40.0f, "%.0f"); + SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); + SliderFloat("ImageRounding", &style.ImageRounding, 0.0f, 12.0f, "%.0f"); + SliderFloat("ImageBorderSize", &style.ImageBorderSize, 0.0f, max_border_size, "%.0f"); - ImGui::SeparatorText("Tooltips"); + SeparatorText("Docking"); + //SetCursorPosX(GetCursorPosX() + CalcItemWidth() - GetFrameHeight()); + Checkbox("DockingNodeHasCloseButton", &style.DockingNodeHasCloseButton); + SliderFloat("DockingSeparatorSize", &style.DockingSeparatorSize, 0.0f, 12.0f, "%.0f"); + + SeparatorText("Tooltips"); for (int n = 0; n < 2; n++) - if (ImGui::TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav")) + if (TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav")) { ImGuiHoveredFlags* p = (n == 0) ? &style.HoverFlagsForTooltipMouse : &style.HoverFlagsForTooltipNav; - ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNone", p, ImGuiHoveredFlags_DelayNone); - ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayShort", p, ImGuiHoveredFlags_DelayShort); - ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNormal", p, ImGuiHoveredFlags_DelayNormal); - ImGui::CheckboxFlags("ImGuiHoveredFlags_Stationary", p, ImGuiHoveredFlags_Stationary); - ImGui::CheckboxFlags("ImGuiHoveredFlags_NoSharedDelay", p, ImGuiHoveredFlags_NoSharedDelay); - ImGui::TreePop(); + CheckboxFlags("ImGuiHoveredFlags_DelayNone", p, ImGuiHoveredFlags_DelayNone); + CheckboxFlags("ImGuiHoveredFlags_DelayShort", p, ImGuiHoveredFlags_DelayShort); + CheckboxFlags("ImGuiHoveredFlags_DelayNormal", p, ImGuiHoveredFlags_DelayNormal); + CheckboxFlags("ImGuiHoveredFlags_Stationary", p, ImGuiHoveredFlags_Stationary); + CheckboxFlags("ImGuiHoveredFlags_NoSharedDelay", p, ImGuiHoveredFlags_NoSharedDelay); + TreePop(); } - ImGui::SeparatorText("Misc"); - ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); + SeparatorText("Misc"); + SliderFloat2("DisplayWindowPadding", (float*)&style.DisplayWindowPadding, 0.0f, 30.0f, "%.0f"); SameLine(); HelpMarker("Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen."); + SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); SameLine(); HelpMarker("Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); - ImGui::EndTabItem(); + EndTabItem(); } - if (ImGui::BeginTabItem("Colors")) + if (BeginTabItem("Colors")) { static int output_dest = 0; static bool output_only_modified = true; - if (ImGui::Button("Export")) + if (Button("Export")) { if (output_dest == 0) - ImGui::LogToClipboard(); + LogToClipboard(); else - ImGui::LogToTTY(); - ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE); + LogToTTY(); + LogText("ImVec4* colors = GetStyle().Colors;" IM_NEWLINE); for (int i = 0; i < ImGuiCol_COUNT; i++) { const ImVec4& col = style.Colors[i]; - const char* name = ImGui::GetStyleColorName(i); + const char* name = GetStyleColorName(i); if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0) - ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, + LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w); } - ImGui::LogFinish(); + LogFinish(); } - ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); - ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified); + SameLine(); SetNextItemWidth(GetFontSize() * 10); Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); + SameLine(); Checkbox("Only Modified Colors", &output_only_modified); static ImGuiTextFilter filter; - filter.Draw("Filter colors", ImGui::GetFontSize() * 16); + filter.Draw("Filter colors", GetFontSize() * 16); static ImGuiColorEditFlags alpha_flags = 0; - if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine(); - if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine(); - if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine(); + if (RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_AlphaOpaque)) { alpha_flags = ImGuiColorEditFlags_AlphaOpaque; } SameLine(); + if (RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } SameLine(); + if (RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } SameLine(); HelpMarker( "In the color list:\n" "Left-click on color square to open color picker,\n" "Right-click to open edit options menu."); - ImGui::BeginChild("##colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened); - ImGui::PushItemWidth(-160); + SetNextWindowSizeConstraints(ImVec2(0.0f, GetTextLineHeightWithSpacing() * 10), ImVec2(FLT_MAX, FLT_MAX)); + BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + PushItemWidth(GetFontSize() * -12); for (int i = 0; i < ImGuiCol_COUNT; i++) { - const char* name = ImGui::GetStyleColorName(i); + const char* name = GetStyleColorName(i); if (!filter.PassFilter(name)) continue; - ImGui::PushID(i); - ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags); + PushID(i); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (Button("?")) + DebugFlashStyleColor((ImGuiCol)i); + SetItemTooltip("Flash given color to identify places where it is used."); + SameLine(); +#endif + ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags); if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0) { // Tips: in a real user application, you may want to merge and use an icon font into the main font, // so instead of "Save"/"Revert" you'd use icons! // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient! - ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; } - ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; } + SameLine(0.0f, style.ItemInnerSpacing.x); if (Button("Save")) { ref->Colors[i] = style.Colors[i]; } + SameLine(0.0f, style.ItemInnerSpacing.x); if (Button("Revert")) { style.Colors[i] = ref->Colors[i]; } } - ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); - ImGui::TextUnformatted(name); - ImGui::PopID(); + SameLine(0.0f, style.ItemInnerSpacing.x); + TextUnformatted(name); + PopID(); } - ImGui::PopItemWidth(); - ImGui::EndChild(); + PopItemWidth(); + EndChild(); - ImGui::EndTabItem(); + EndTabItem(); } - if (ImGui::BeginTabItem("Fonts")) + if (BeginTabItem("Fonts")) { - ImGuiIO& io = ImGui::GetIO(); + ImGuiIO& io = GetIO(); ImFontAtlas* atlas = io.Fonts; - HelpMarker("Read FAQ and docs/FONTS.md for details on font loading."); - ImGui::ShowFontAtlas(atlas); + ShowFontAtlas(atlas); // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. - // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds). + // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows Ctrl+Click text to get out of bounds). + /* + SeparatorText("Legacy Scaling"); const float MIN_SCALE = 0.3f; const float MAX_SCALE = 2.0f; HelpMarker( @@ -6591,119 +8743,131 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, " "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" "Using those settings here will give you poor quality results."); - static float window_scale = 1.0f; - ImGui::PushItemWidth(ImGui::GetFontSize() * 8); - if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window - ImGui::SetWindowFontScale(window_scale); - ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything - ImGui::PopItemWidth(); + PushItemWidth(GetFontSize() * 8); + DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything + //static float window_scale = 1.0f; + //if (DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window + // SetWindowFontScale(window_scale); + PopItemWidth(); + */ - ImGui::EndTabItem(); + EndTabItem(); } - if (ImGui::BeginTabItem("Rendering")) + if (BeginTabItem("Rendering")) { - ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); - ImGui::SameLine(); + Checkbox("Anti-aliased lines", &style.AntiAliasedLines); + SameLine(); HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); - ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex); - ImGui::SameLine(); + Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex); + SameLine(); HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering)."); - ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); - ImGui::PushItemWidth(ImGui::GetFontSize() * 8); - ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f"); + Checkbox("Anti-aliased fill", &style.AntiAliasedFill); + PushItemWidth(GetFontSize() * 8); + DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f"); if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. - ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp); - const bool show_samples = ImGui::IsItemActive(); + DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp); + const bool show_samples = IsItemActive(); if (show_samples) - ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos()); - if (show_samples && ImGui::BeginTooltip()) + SetNextWindowPos(GetCursorScreenPos()); + if (show_samples && BeginTooltip()) { - ImGui::TextUnformatted("(R = radius, N = number of segments)"); - ImGui::Spacing(); - ImDrawList* draw_list = ImGui::GetWindowDrawList(); - const float min_widget_width = ImGui::CalcTextSize("N: MMM\nR: MMM").x; + TextUnformatted("(R = radius, N = approx number of segments)"); + Spacing(); + ImDrawList* draw_list = GetWindowDrawList(); + const float min_widget_width = CalcTextSize("R: MMM\nN: MMM").x; for (int n = 0; n < 8; n++) { const float RAD_MIN = 5.0f; const float RAD_MAX = 70.0f; const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f); - ImGui::BeginGroup(); + BeginGroup(); - ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad)); + // N is not always exact here due to how PathArcTo() function work internally + Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad)); const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f); const float offset_x = floorf(canvas_width * 0.5f); const float offset_y = floorf(RAD_MAX); - const ImVec2 p1 = ImGui::GetCursorScreenPos(); - draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); - ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + const ImVec2 p1 = GetCursorScreenPos(); + draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, GetColorU32(ImGuiCol_Text)); + Dummy(ImVec2(canvas_width, RAD_MAX * 2)); /* - const ImVec2 p2 = ImGui::GetCursorScreenPos(); - draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); - ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + const ImVec2 p2 = GetCursorScreenPos(); + draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, GetColorU32(ImGuiCol_Text)); + Dummy(ImVec2(canvas_width, RAD_MAX * 2)); */ - ImGui::EndGroup(); - ImGui::SameLine(); + EndGroup(); + SameLine(); } - ImGui::EndTooltip(); + EndTooltip(); } - ImGui::SameLine(); - HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically."); + SameLine(); + HelpMarker("When drawing circle primitives with \"num_segments == 0\" tessellation will be calculated automatically."); - ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. - ImGui::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha)."); - ImGui::PopItemWidth(); + DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. + DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha)."); + PopItemWidth(); - ImGui::EndTabItem(); + EndTabItem(); } - ImGui::EndTabBar(); + EndTabBar(); } - - ImGui::PopItemWidth(); + PopItemWidth(); } //----------------------------------------------------------------------------- // [SECTION] User Guide / ShowUserGuide() //----------------------------------------------------------------------------- +// We omit the ImGui:: prefix in this function, as we don't expect user to be copy and pasting this code. void ImGui::ShowUserGuide() { - ImGuiIO& io = ImGui::GetIO(); - ImGui::BulletText("Double-click on title bar to collapse window."); - ImGui::BulletText( - "Click and drag on lower corner to resize window\n" - "(double-click to auto fit window to its contents)."); - ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); - ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); - ImGui::BulletText("CTRL+Tab to select a window."); + ImGuiIO& io = GetIO(); + BulletText("Double-click on title bar to collapse window."); + BulletText( + "Click and drag on lower corner or border to resize window.\n" + "(double-click to auto fit window to its contents)"); + BulletText("Ctrl+Click on a slider or drag box to input value as text."); + BulletText("Tab/Shift+Tab to cycle through keyboard editable fields."); + BulletText("Ctrl+Tab/Ctrl+Shift+Tab to focus windows."); if (io.FontAllowUserScaling) - ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); - ImGui::BulletText("While inputing text:\n"); - ImGui::Indent(); - ImGui::BulletText("CTRL+Left/Right to word jump."); - ImGui::BulletText("CTRL+A or double-click to select all."); - ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste."); - ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo."); - ImGui::BulletText("ESCAPE to revert."); - ImGui::Unindent(); - ImGui::BulletText("With keyboard navigation enabled:"); - ImGui::Indent(); - ImGui::BulletText("Arrow keys to navigate."); - ImGui::BulletText("Space to activate a widget."); - ImGui::BulletText("Return to input text into a widget."); - ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window."); - ImGui::BulletText("Alt to jump to the menu layer of a window."); - ImGui::Unindent(); + BulletText("Ctrl+Mouse Wheel to zoom window contents."); + BulletText("While inputting text:\n"); + Indent(); + BulletText("Ctrl+Left/Right to word jump."); + BulletText("Ctrl+A or double-click to select all."); + BulletText("Ctrl+X/C/V to use clipboard cut/copy/paste."); + BulletText("Ctrl+Z to undo, Ctrl+Y/Ctrl+Shift+Z to redo."); + BulletText("Escape to revert."); + Unindent(); + BulletText("With Keyboard controls enabled:"); + Indent(); + BulletText("Arrow keys or Home/End/PageUp/PageDown to navigate."); + BulletText("Space to activate a widget."); + BulletText("Return to input text into a widget."); + BulletText("Escape to deactivate a widget, close popup,\nexit a child window or the menu layer, clear focus."); + BulletText("Alt to jump to the menu layer of a window."); + BulletText("Menu or Shift+F10 to open a context menu."); + Unindent(); + BulletText("With Gamepad controls enabled:"); + Indent(); + BulletText("D-Pad: Navigate / Tweak / Resize (in Windowing mode)."); + BulletText("%s Face button: Activate / Open / Toggle. Hold: activate with text input.", io.ConfigNavSwapGamepadButtons ? "East" : "South"); + BulletText("%s Face button: Cancel / Close / Exit.", io.ConfigNavSwapGamepadButtons ? "South" : "East"); + BulletText("West Face button: Toggle Menu. Hold for Windowing mode (Focus/Move/Resize windows)."); + BulletText("North Face button: Open Context Menu."); + BulletText("L1/R1: Tweak Slower/Faster, Focus Previous/Next (in Windowing Mode)."); + Unindent(); } //----------------------------------------------------------------------------- @@ -6723,17 +8887,19 @@ static void ShowExampleAppMainMenuBar() { if (ImGui::BeginMenu("File")) { + IMGUI_DEMO_MARKER("Menu/File"); ShowExampleMenuFile(); ImGui::EndMenu(); } if (ImGui::BeginMenu("Edit")) { - if (ImGui::MenuItem("Undo", "CTRL+Z")) {} - if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item + IMGUI_DEMO_MARKER("Menu/Edit"); + if (ImGui::MenuItem("Undo", "Ctrl+Z")) {} + if (ImGui::MenuItem("Redo", "Ctrl+Y", false, false)) {} // Disabled item ImGui::Separator(); - if (ImGui::MenuItem("Cut", "CTRL+X")) {} - if (ImGui::MenuItem("Copy", "CTRL+C")) {} - if (ImGui::MenuItem("Paste", "CTRL+V")) {} + if (ImGui::MenuItem("Cut", "Ctrl+X")) {} + if (ImGui::MenuItem("Copy", "Ctrl+C")) {} + if (ImGui::MenuItem("Paste", "Ctrl+V")) {} ImGui::EndMenu(); } ImGui::EndMainMenuBar(); @@ -6770,12 +8936,12 @@ static void ShowExampleMenuFile() if (ImGui::MenuItem("Save As..")) {} ImGui::Separator(); - IMGUI_DEMO_MARKER("Examples/Menu/Options"); if (ImGui::BeginMenu("Options")) { + IMGUI_DEMO_MARKER("Examples/Menu/Options"); static bool enabled = true; ImGui::MenuItem("Enabled", "", &enabled); - ImGui::BeginChild("child", ImVec2(0, 60), true); + ImGui::BeginChild("child", ImVec2(0, 60), ImGuiChildFlags_Borders); for (int i = 0; i < 10; i++) ImGui::Text("Scrolling Text %d", i); ImGui::EndChild(); @@ -6787,9 +8953,9 @@ static void ShowExampleMenuFile() ImGui::EndMenu(); } - IMGUI_DEMO_MARKER("Examples/Menu/Colors"); if (ImGui::BeginMenu("Colors")) { + IMGUI_DEMO_MARKER("Examples/Menu/Colors"); float sz = ImGui::GetTextLineHeight(); for (int i = 0; i < ImGuiCol_COUNT; i++) { @@ -6842,7 +9008,6 @@ struct ExampleAppConsole ExampleAppConsole() { - IMGUI_DEMO_MARKER("Examples/Console"); ClearLog(); memset(InputBuf, 0, sizeof(InputBuf)); HistoryPos = -1; @@ -6860,19 +9025,19 @@ struct ExampleAppConsole { ClearLog(); for (int i = 0; i < History.Size; i++) - free(History[i]); + ImGui::MemFree(History[i]); } // Portable helpers static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; } static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; } - static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } + static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = ImGui::MemAlloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } static void Strtrim(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; } void ClearLog() { for (int i = 0; i < Items.Size; i++) - free(Items[i]); + ImGui::MemFree(Items[i]); Items.clear(); } @@ -6882,8 +9047,8 @@ struct ExampleAppConsole char buf[1024]; va_list args; va_start(args, fmt); - vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args); - buf[IM_ARRAYSIZE(buf)-1] = 0; + vsnprintf(buf, IM_COUNTOF(buf), fmt, args); + buf[IM_COUNTOF(buf)-1] = 0; va_end(args); Items.push_back(Strdup(buf)); } @@ -6896,6 +9061,7 @@ struct ExampleAppConsole ImGui::End(); return; } + IMGUI_DEMO_MARKER("Examples/Console"); // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. // So e.g. IsItemHovered() will return true when hovering the title bar. @@ -6933,6 +9099,7 @@ struct ExampleAppConsole } // Options, Filter + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_O, ImGuiInputFlags_Tooltip); if (ImGui::Button("Options")) ImGui::OpenPopup("Options"); ImGui::SameLine(); @@ -6940,8 +9107,9 @@ struct ExampleAppConsole ImGui::Separator(); // Reserve enough left-over height for 1 separator + 1 input text - const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); - if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar)) + ImGuiStyle& style = ImGui::GetStyle(); + const float footer_height_to_reserve = style.SeparatorSize + style.ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); + if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_HorizontalScrollbar)) { if (ImGui::BeginPopupContextWindow()) { @@ -7010,7 +9178,7 @@ struct ExampleAppConsole // Command-line bool reclaim_focus = false; ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_EscapeClearsAll | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory; - if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this)) + if (ImGui::InputText("Input", InputBuf, IM_COUNTOF(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this)) { char* s = InputBuf; Strtrim(s); @@ -7038,7 +9206,7 @@ struct ExampleAppConsole for (int i = History.Size - 1; i >= 0; i--) if (Stricmp(History[i], command_line) == 0) { - free(History[i]); + ImGui::MemFree(History[i]); History.erase(History.begin() + i); break; } @@ -7118,7 +9286,7 @@ struct ExampleAppConsole else { // Multiple matches. Complete as much as we can.. - // So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. + // So inputting "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. int match_len = (int)(word_end - word_start); for (;;) { @@ -7252,7 +9420,7 @@ struct ExampleAppLog ImGui::Separator(); - if (ImGui::BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar)) + if (ImGui::BeginChild("scrolling", ImVec2(0, 0), ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar)) { if (clear) Clear(); @@ -7334,8 +9502,8 @@ static void ShowExampleAppLog(bool* p_open) const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" }; for (int n = 0; n < 5; n++) { - const char* category = categories[counter % IM_ARRAYSIZE(categories)]; - const char* word = words[counter % IM_ARRAYSIZE(words)]; + const char* category = categories[counter % IM_COUNTOF(categories)]; + const char* word = words[counter % IM_COUNTOF(words)]; log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", ImGui::GetFrameCount(), category, ImGui::GetTime(), word); counter++; @@ -7371,13 +9539,12 @@ static void ShowExampleAppLayout(bool* p_open) // Left static int selected = 0; { - ImGui::BeginChild("left pane", ImVec2(150, 0), true); + ImGui::BeginChild("left pane", ImVec2(150, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX); for (int i = 0; i < 100; i++) { - // FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav char label[128]; sprintf(label, "MyObject %d", i); - if (ImGui::Selectable(label, selected == i)) + if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SelectOnNav)) selected = i; } ImGui::EndChild(); @@ -7417,57 +9584,235 @@ static void ShowExampleAppLayout(bool* p_open) //----------------------------------------------------------------------------- // [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() //----------------------------------------------------------------------------- +// Some of the interactions are a bit lack-luster: +// - We would want pressing validating or leaving the filter to somehow restore focus. +// - We may want more advanced filtering (child nodes) and clipper support: both will need extra work. +// - We would want to customize some keyboard interactions to easily keyboard navigate between the tree and the properties. +//----------------------------------------------------------------------------- -static void ShowPlaceholderObject(const char* prefix, int uid) +struct ExampleAppPropertyEditor { - // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID. - ImGui::PushID(uid); + ImGuiTextFilter Filter; + ExampleTreeNode* SelectedNode = NULL; + bool UseClipper = false; - // Text and Tree nodes are less high than framed widgets, using AlignTextToFramePadding() we add vertical spacing to make the tree lines equal high. - ImGui::TableNextRow(); - ImGui::TableSetColumnIndex(0); - ImGui::AlignTextToFramePadding(); - bool node_open = ImGui::TreeNode("Object", "%s_%u", prefix, uid); - ImGui::TableSetColumnIndex(1); - ImGui::Text("my sailor is rich"); - - if (node_open) + void Draw(ExampleTreeNode* root_node) { - static float placeholder_members[8] = { 0.0f, 0.0f, 1.0f, 3.1416f, 100.0f, 999.0f }; - for (int i = 0; i < 8; i++) + IMGUI_DEMO_MARKER("Examples/Property editor"); + + // Left side: draw tree + // - Currently using a table to benefit from RowBg feature + // - Our tree node are all of equal height, facilitating the use of a clipper. + if (ImGui::BeginChild("##tree", ImVec2(300, 0), ImGuiChildFlags_ResizeX | ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened)) { - ImGui::PushID(i); // Use field index as identifier. - if (i < 2) + ImGui::PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + ImGui::Checkbox("Use Clipper", &UseClipper); + ImGui::SameLine(); + ImGui::Text("(%d root nodes)", root_node->Childs.Size); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F, ImGuiInputFlags_Tooltip); + if (ImGui::InputTextWithHint("##Filter", "incl,-excl", Filter.InputBuf, IM_COUNTOF(Filter.InputBuf), ImGuiInputTextFlags_EscapeClearsAll)) + Filter.Build(); + ImGui::PopItemFlag(); + + if (ImGui::BeginTable("##list", 1, ImGuiTableFlags_RowBg)) { - ShowPlaceholderObject("Child", 424242); + if (UseClipper) + DrawClippedTree(root_node); + else + DrawTree(root_node); + ImGui::EndTable(); + } + } + ImGui::EndChild(); + + // Right side: draw properties + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + if (ExampleTreeNode* node = SelectedNode) + { + ImGui::Text("%s", node->Name); + ImGui::TextDisabled("UID: 0x%08X", node->UID); + ImGui::Separator(); + if (ImGui::BeginTable("##properties", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_ScrollY)) + { + // Push object ID after we entered the table, so table is shared for all objects + ImGui::PushID((int)node->UID); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 2.0f); // Default twice larger + if (node->HasData) + { + // In a typical application, the structure description would be derived from a data-driven system. + // - We try to mimic this with our ExampleMemberInfo structure and the ExampleTreeNodeMemberInfos[] array. + // - Limits and some details are hard-coded to simplify the demo. + for (const ExampleMemberInfo& field_desc : ExampleTreeNodeMemberInfos) + { + ImGui::TableNextRow(); + ImGui::PushID(field_desc.Name); + ImGui::TableNextColumn(); + ImGui::AlignTextToFramePadding(); + ImGui::TextUnformatted(field_desc.Name); + ImGui::TableNextColumn(); + void* field_ptr = (void*)(((unsigned char*)node) + field_desc.Offset); + switch (field_desc.DataType) + { + case ImGuiDataType_Bool: + { + IM_ASSERT(field_desc.DataCount == 1); + ImGui::Checkbox("##Editor", (bool*)field_ptr); + break; + } + case ImGuiDataType_S32: + { + int v_min = INT_MIN, v_max = INT_MAX; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, 1.0f, &v_min, &v_max); + break; + } + case ImGuiDataType_Float: + { + float v_min = 0.0f, v_max = 1.0f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::SliderScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, &v_min, &v_max); + break; + } + case ImGuiDataType_String: + { + ImGui::InputText("##Editor", reinterpret_cast(field_ptr), 28); + break; + } + } + ImGui::PopID(); + } + } + ImGui::PopID(); + ImGui::EndTable(); + } + } + ImGui::EndGroup(); + } + + // Custom search filter + // - Here we apply on root node only. + // - This does a case insensitive stristr which is pretty heavy. In a real large-scale app you would likely store a filtered list which in turns would be trivial to linearize. + inline bool IsNodePassingFilter(ExampleTreeNode* node) + { + return node->Parent->Parent != NULL || Filter.PassFilter(node->Name); + } + + // Basic version, recursive. This is how you would generally draw a tree. + // - Simple but going to be noticeably costly if you have a large amount of nodes as DrawTreeNode() is called for all of them. + // - On my desktop PC (2020), for 10K nodes in an optimized build this takes ~1.2 ms + // - Unlike arrays or grids which are very easy to clip, trees are currently more difficult to clip. + void DrawTree(ExampleTreeNode* node) + { + for (ExampleTreeNode* child : node->Childs) + if (IsNodePassingFilter(child) && DrawTreeNode(child)) + { + DrawTree(child); + ImGui::TreePop(); + } + } + + // More advanced version. Use a alternative clipping technique: fast-forwarding through non-visible chunks. + // - On my desktop PC (2020), for 10K nodes in an optimized build this takes ~0.1 ms + // (in ExampleTree_CreateDemoTree(), change 'int ROOT_ITEMS_COUNT = 10000' to try with this amount of root nodes). + // - 1. Use clipper with indeterminate count (items_count = INT_MAX): we need to call SeekCursorForItem() at the end once we know the count. + // - 2. Use SetNextItemStorageID() to specify ID used for open/close storage, making it easy to call TreeNodeGetOpen() on any arbitrary node. + // - 3. Linearize tree during traversal: our tree data structure makes it easy to access sibling and parents. + // - Unlike clipping for a regular array or grid which may be done using random access limited to visible areas, + // this technique requires traversing most accessible nodes. This could be made more optimal with extra work, + // but this is a decent simplicity<>speed trade-off. + // See https://github.com/ocornut/imgui/issues/3823 for discussions about this. + void DrawClippedTree(ExampleTreeNode* root_node) + { + ExampleTreeNode* node = root_node->Childs[0]; // First node + ImGuiListClipper clipper; + clipper.Begin(INT_MAX); + while (clipper.Step()) + while (clipper.UserIndex < clipper.DisplayEnd && node != NULL) + node = DrawClippedTreeNodeAndAdvanceToNext(&clipper, node); + + // Keep going to count nodes and submit final count so we have a reliable scrollbar. + // - One could consider caching this value and only refreshing it occasionally e.g. window is focused and an action occurs. + // - Incorrect but cheap approximation would be to use 'clipper_current_idx = IM_MAX(clipper_current_idx, root_node->Childs.Size)' instead. + // - If either of those is implemented, the general cost will approach zero when scrolling is at the top of the tree. + while (node != NULL) + node = DrawClippedTreeNodeAndAdvanceToNext(&clipper, node); + //clipper.UserIndex = IM_MAX(clipper.UserIndex, root_node->Childs.Size); // <-- Cheap approximation instead of while() loop above. + clipper.SeekCursorForItem(clipper.UserIndex); + } + + ExampleTreeNode* DrawClippedTreeNodeAndAdvanceToNext(ImGuiListClipper* clipper, ExampleTreeNode* node) + { + if (IsNodePassingFilter(node)) + { + // Draw node if within visible range + bool is_open = false; + if (clipper->UserIndex >= clipper->DisplayStart && clipper->UserIndex < clipper->DisplayEnd) + { + is_open = DrawTreeNode(node); } else { - // Here we use a TreeNode to highlight on hover (we could use e.g. Selectable as well) - ImGui::TableNextRow(); - ImGui::TableSetColumnIndex(0); - ImGui::AlignTextToFramePadding(); - ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet; - ImGui::TreeNodeEx("Field", flags, "Field_%d", i); - - ImGui::TableSetColumnIndex(1); - ImGui::SetNextItemWidth(-FLT_MIN); - if (i >= 5) - ImGui::InputFloat("##value", &placeholder_members[i], 1.0f); - else - ImGui::DragFloat("##value", &placeholder_members[i], 0.01f); - ImGui::NextColumn(); + is_open = (node->Childs.Size > 0 && ImGui::TreeNodeGetOpen((ImGuiID)node->UID)); + if (is_open) + ImGui::TreePush(node->Name); } - ImGui::PopID(); - } - ImGui::TreePop(); - } - ImGui::PopID(); -} + clipper->UserIndex++; -// Demonstrate create a simple property editor. -// This demo is a bit lackluster nowadays, would be nice to improve. -static void ShowExampleAppPropertyEditor(bool* p_open) + // Next node: recurse into childs + if (is_open) + return node->Childs[0]; + } + + // Next node: next sibling, otherwise move back to parent + while (node != NULL) + { + if (node->IndexInParent + 1 < node->Parent->Childs.Size) + return node->Parent->Childs[node->IndexInParent + 1]; + node = node->Parent; + if (node->Parent == NULL) + break; + ImGui::TreePop(); + } + return NULL; + } + + // To support node with same name we incorporate node->UID into the item ID. + // (this would more naturally be done using PushID(node->UID) + TreeNodeEx(node->Name, tree_flags), + // but it would require in DrawClippedTreeNodeAndAdvanceToNext() to add PushID() before TreePush(), and PopID() after TreePop(), + // so instead we use TreeNodeEx(node->UID, tree_flags, "%s", node->Name) here) + bool DrawTreeNode(ExampleTreeNode* node) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGuiTreeNodeFlags tree_flags = ImGuiTreeNodeFlags_None; + tree_flags |= ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; // Standard opening mode as we are likely to want to add selection afterwards + tree_flags |= ImGuiTreeNodeFlags_NavLeftJumpsToParent; // Left arrow support + tree_flags |= ImGuiTreeNodeFlags_SpanFullWidth; // Span full width for easier mouse reach + tree_flags |= ImGuiTreeNodeFlags_DrawLinesToNodes; // Always draw hierarchy outlines + if (node == SelectedNode) + tree_flags |= ImGuiTreeNodeFlags_Selected; // Draw selection highlight + if (node->Childs.Size == 0) + tree_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen; // Use _NoTreePushOnOpen + set is_open=false to avoid unnecessarily push/pop on leaves. + if (node->DataMyBool == false) + ImGui::PushStyleColor(ImGuiCol_Text, ImGui::GetStyle().Colors[ImGuiCol_TextDisabled]); + ImGui::SetNextItemStorageID((ImGuiID)node->UID); // Use node->UID as storage id + bool is_open = ImGui::TreeNodeEx((void*)(intptr_t)node->UID, tree_flags, "%s", node->Name); + if (node->Childs.Size == 0) + is_open = false; + if (node->DataMyBool == false) + ImGui::PopStyleColor(); + if (ImGui::IsItemFocused()) + SelectedNode = node; + return is_open; + } +}; + +// Demonstrate creating a simple property editor. +static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data) { ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver); if (!ImGui::Begin("Example: Property editor", p_open)) @@ -7477,25 +9822,11 @@ static void ShowExampleAppPropertyEditor(bool* p_open) } IMGUI_DEMO_MARKER("Examples/Property Editor"); - HelpMarker( - "This example shows how you may implement a property editor using two columns.\n" - "All objects/fields data are dummies here.\n"); + static ExampleAppPropertyEditor property_editor; + if (demo_data->DemoTree == NULL) + demo_data->DemoTree = ExampleTree_CreateDemoTree(); + property_editor.Draw(demo_data->DemoTree); - ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 2)); - if (ImGui::BeginTable("##split", 2, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_Resizable | ImGuiTableFlags_ScrollY)) - { - ImGui::TableSetupScrollFreeze(0, 1); - ImGui::TableSetupColumn("Object"); - ImGui::TableSetupColumn("Contents"); - ImGui::TableHeadersRow(); - - // Iterate placeholder objects (all the same data) - for (int obj_i = 0; obj_i < 4; obj_i++) - ShowPlaceholderObject("Object", obj_i); - - ImGui::EndTable(); - } - ImGui::PopStyleVar(); ImGui::End(); } @@ -7599,18 +9930,31 @@ static void ShowExampleAppConstrainedResize(bool* p_open) { // Helper functions to demonstrate programmatic constraints // FIXME: This doesn't take account of decoration size (e.g. title bar), library should make this easier. - static void AspectRatio(ImGuiSizeCallbackData* data) { float aspect_ratio = *(float*)data->UserData; data->DesiredSize.x = IM_MAX(data->CurrentSize.x, data->CurrentSize.y); data->DesiredSize.y = (float)(int)(data->DesiredSize.x / aspect_ratio); } - static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->CurrentSize.x, data->CurrentSize.y); } - static void Step(ImGuiSizeCallbackData* data) { float step = *(float*)data->UserData; data->DesiredSize = ImVec2((int)(data->CurrentSize.x / step + 0.5f) * step, (int)(data->CurrentSize.y / step + 0.5f) * step); } + // FIXME: None of the three demos works consistently when resizing from borders. + static void AspectRatio(ImGuiSizeCallbackData* data) + { + float aspect_ratio = *(float*)data->UserData; + data->DesiredSize.y = (float)(int)(data->DesiredSize.x / aspect_ratio); + } + static void Square(ImGuiSizeCallbackData* data) + { + data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); + } + static void Step(ImGuiSizeCallbackData* data) + { + float step = *(float*)data->UserData; + data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); + } }; const char* test_desc[] = { "Between 100x100 and 500x500", "At least 100x100", - "Resize vertical only", - "Resize horizontal only", + "Resize vertical + lock current width", + "Resize horizontal + lock current height", "Width Between 400 and 500", + "Height at least 400", "Custom: Aspect Ratio 16:9", "Custom: Always Square", "Custom: Fixed Steps (100)", @@ -7619,7 +9963,7 @@ static void ShowExampleAppConstrainedResize(bool* p_open) // Options static bool auto_resize = false; static bool window_padding = true; - static int type = 5; // Aspect Ratio + static int type = 6; // Aspect Ratio static int display_lines = 10; // Submit constraint @@ -7627,12 +9971,13 @@ static void ShowExampleAppConstrainedResize(bool* p_open) float fixed_step = 100.0f; if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(500, 500)); // Between 100x100 and 500x500 if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100 - if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Vertical only - if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Horizontal only + if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Resize vertical + lock current width + if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Resize horizontal + lock current height if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width Between and 400 and 500 - if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::AspectRatio, (void*)&aspect_ratio); // Aspect ratio - if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square - if (type == 7) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)&fixed_step); // Fixed Step + if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, FLT_MAX)); // Height at least 400 + if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::AspectRatio, (void*)&aspect_ratio); // Aspect ratio + if (type == 7) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square + if (type == 8) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)&fixed_step); // Fixed Step // Submit window if (!window_padding) @@ -7641,12 +9986,12 @@ static void ShowExampleAppConstrainedResize(bool* p_open) const bool window_open = ImGui::Begin("Example: Constrained Resize", p_open, window_flags); if (!window_padding) ImGui::PopStyleVar(); + IMGUI_DEMO_MARKER("Examples/Constrained Resizing window"); if (window_open) { - IMGUI_DEMO_MARKER("Examples/Constrained Resizing window"); if (ImGui::GetIO().KeyShift) { - // Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture. + // Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture) ImVec2 avail_size = ImGui::GetContentRegionAvail(); ImVec2 pos = ImGui::GetCursorScreenPos(); ImGui::ColorButton("viewport", ImVec4(0.5f, 0.2f, 0.5f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, avail_size); @@ -7655,14 +10000,14 @@ static void ShowExampleAppConstrainedResize(bool* p_open) } else { - ImGui::Text("(Hold SHIFT to display a dummy viewport)"); + ImGui::Text("(Hold Shift to display a dummy viewport)"); if (ImGui::IsWindowDocked()) ImGui::Text("Warning: Sizing Constraints won't work if the window is docked!"); if (ImGui::Button("Set 200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); if (ImGui::Button("Set 500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); if (ImGui::Button("Set 800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); - ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc)); + ImGui::Combo("Constraint", &type, test_desc, IM_COUNTOF(test_desc)); ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100); ImGui::Checkbox("Auto-resize", &auto_resize); @@ -7709,7 +10054,7 @@ static void ShowExampleAppSimpleOverlay(bool* p_open) ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background if (ImGui::Begin("Example: Simple overlay", p_open, window_flags)) { - IMGUI_DEMO_MARKER("Examples/Simple Overlay"); + IMGUI_DEMO_MARKER("Examples/Simple overlay"); // Scroll up to the beginning of this function to see overlay flags ImGui::Text("Simple overlay\n" "(right-click to change position)"); ImGui::Separator(); if (ImGui::IsMousePosValid()) @@ -7749,6 +10094,7 @@ static void ShowExampleAppFullscreen(bool* p_open) if (ImGui::Begin("Example: Fullscreen window", p_open, flags)) { + IMGUI_DEMO_MARKER("Examples/Fullscreen window"); ImGui::Checkbox("Use work area instead of main area", &use_work_area); ImGui::SameLine(); HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference."); @@ -7785,12 +10131,13 @@ static void ShowExampleAppWindowTitles(bool*) // Using "##" to display same title but have unique identifier. ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver); ImGui::Begin("Same title as another window##1"); - IMGUI_DEMO_MARKER("Examples/Manipulating window titles"); + IMGUI_DEMO_MARKER("Examples/Manipulating window titles##1"); ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique."); ImGui::End(); ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver); ImGui::Begin("Same title as another window##2"); + IMGUI_DEMO_MARKER("Examples/Manipulating window titles##2"); ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique."); ImGui::End(); @@ -7799,6 +10146,7 @@ static void ShowExampleAppWindowTitles(bool*) sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount()); ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver); ImGui::Begin(buf); + IMGUI_DEMO_MARKER("Examples/Manipulating window titles##3"); ImGui::Text("This window has a changing title."); ImGui::End(); } @@ -7807,6 +10155,14 @@ static void ShowExampleAppWindowTitles(bool*) // [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() //----------------------------------------------------------------------------- +// Add a |_| looking shape +static void PathConcaveShape(ImDrawList* draw_list, float x, float y, float sz) +{ + const ImVec2 pos_norms[] = { { 0.0f, 0.0f }, { 0.3f, 0.0f }, { 0.3f, 0.7f }, { 0.7f, 0.7f }, { 0.7f, 0.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f }, { 0.0f, 1.0f } }; + for (const ImVec2& p : pos_norms) + draw_list->PathLineTo(ImVec2(x + 0.5f + (int)(sz * p.x), y + 0.5f + (int)(sz * p.y))); +} + // Demonstrate using the low-level ImDrawList to draw custom shapes. static void ShowExampleAppCustomRendering(bool* p_open) { @@ -7815,7 +10171,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) ImGui::End(); return; } - IMGUI_DEMO_MARKER("Examples/Custom Rendering"); + IMGUI_DEMO_MARKER("Examples/Custom rendering"); // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your @@ -7826,6 +10182,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) { if (ImGui::BeginTabItem("Primitives")) { + IMGUI_DEMO_MARKER("Examples/Custom rendering/Primitives"); ImGui::PushItemWidth(-ImGui::GetFontSize() * 15); ImDrawList* draw_list = ImGui::GetWindowDrawList(); @@ -7879,6 +10236,9 @@ static void ShowExampleAppCustomRendering(bool* p_open) const float rounding = sz / 5.0f; const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; const int curve_segments = curve_segments_override ? curve_segments_override_v : 0; + const ImVec2 cp3[3] = { ImVec2(0.0f, sz * 0.6f), ImVec2(sz * 0.5f, -sz * 0.4f), ImVec2(sz, sz) }; // Control points for curves + const ImVec2 cp4[4] = { ImVec2(0.0f, 0.0f), ImVec2(sz * 1.3f, sz * 0.3f), ImVec2(sz - sz * 1.3f, sz - sz * 0.3f), ImVec2(sz, sz) }; + float x = p.x + 4.0f; float y = p.y + 4.0f; for (int n = 0; n < 2; n++) @@ -7887,47 +10247,70 @@ static void ShowExampleAppCustomRendering(bool* p_open) float th = (n == 0) ? 1.0f : thickness; draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle - draw_list->AddEllipse(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, sz*0.3f, col, -0.3f, circle_segments, th); x += sz + spacing; // Ellipse + draw_list->AddEllipse(ImVec2(x + sz*0.5f, y + sz*0.5f), ImVec2(sz*0.5f, sz*0.3f), col, -0.3f, circle_segments, th); x += sz + spacing; // Ellipse draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th); x += sz + spacing; // Square draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); x += sz + spacing; // Square with all rounded corners draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle + PathConcaveShape(draw_list, x, y, sz); draw_list->PathStroke(col, ImDrawFlags_Closed, th); x += sz + spacing; // Concave Shape + //draw_list->AddPolyline(concave_shape, IM_COUNTOF(concave_shape), col, ImDrawFlags_Closed, th); draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line + // Path + draw_list->PathArcTo(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, 3.141592f, 3.141592f * -0.5f); + draw_list->PathStroke(col, ImDrawFlags_None, th); + x += sz + spacing; + // Quadratic Bezier Curve (3 control points) - ImVec2 cp3[3] = { ImVec2(x, y + sz * 0.6f), ImVec2(x + sz * 0.5f, y - sz * 0.4f), ImVec2(x + sz, y + sz) }; - draw_list->AddBezierQuadratic(cp3[0], cp3[1], cp3[2], col, th, curve_segments); x += sz + spacing; + draw_list->AddBezierQuadratic(ImVec2(x + cp3[0].x, y + cp3[0].y), ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), col, th, curve_segments); + x += sz + spacing; // Cubic Bezier Curve (4 control points) - ImVec2 cp4[4] = { ImVec2(x, y), ImVec2(x + sz * 1.3f, y + sz * 0.3f), ImVec2(x + sz - sz * 1.3f, y + sz - sz * 0.3f), ImVec2(x + sz, y + sz) }; - draw_list->AddBezierCubic(cp4[0], cp4[1], cp4[2], cp4[3], col, th, curve_segments); + draw_list->AddBezierCubic(ImVec2(x + cp4[0].x, y + cp4[0].y), ImVec2(x + cp4[1].x, y + cp4[1].y), ImVec2(x + cp4[2].x, y + cp4[2].y), ImVec2(x + cp4[3].x, y + cp4[3].y), col, th, curve_segments); x = p.x + 4; y += sz + spacing; } + + // Filled shapes draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, ngon_sides); x += sz + spacing; // N-gon draw_list->AddCircleFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, circle_segments); x += sz + spacing; // Circle - draw_list->AddEllipseFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, sz * 0.3f, col, -0.3f, circle_segments); x += sz + spacing;// Ellipse + draw_list->AddEllipseFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), ImVec2(sz * 0.5f, sz * 0.3f), col, -0.3f, circle_segments); x += sz + spacing;// Ellipse draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle + PathConcaveShape(draw_list, x, y, sz); draw_list->PathFillConcave(col); x += sz + spacing; // Concave shape draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness) draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) - draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); - ImGui::Dummy(ImVec2((sz + spacing) * 11.2f, (sz + spacing) * 3.0f)); + // Path + draw_list->PathArcTo(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, 3.141592f * -0.5f, 3.141592f); + draw_list->PathFillConvex(col); + x += sz + spacing; + + // Quadratic Bezier Curve (3 control points) + draw_list->PathLineTo(ImVec2(x + cp3[0].x, y + cp3[0].y)); + draw_list->PathBezierQuadraticCurveTo(ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), curve_segments); + draw_list->PathFillConvex(col); + x += sz + spacing; + + draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); + x += sz + spacing; + + ImGui::Dummy(ImVec2((sz + spacing) * 13.2f, (sz + spacing) * 3.0f)); ImGui::PopItemWidth(); ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Canvas")) { + IMGUI_DEMO_MARKER("Examples/Custom rendering/Canvas"); static ImVector points; static ImVec2 scrolling(0.0f, 0.0f); static bool opt_enable_grid = true; @@ -7943,7 +10326,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) // To use a child window instead we could use, e.g: // ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding // ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color - // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_NoMove); + // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove); // ImGui::PopStyleColor(); // ImGui::PopStyleVar(); // [...] @@ -8025,6 +10408,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) if (ImGui::BeginTabItem("BG/FG draw lists")) { + IMGUI_DEMO_MARKER("Examples/Custom rendering/BG & FG draw lists"); static bool draw_bg = true; static bool draw_fg = true; ImGui::Checkbox("Draw in Background draw list", &draw_bg); @@ -8046,6 +10430,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) // but you can also instantiate your own ImDrawListSplitter if you need to nest them. if (ImGui::BeginTabItem("Draw Channels")) { + IMGUI_DEMO_MARKER("Examples/Custom rendering/Draw Channels"); ImDrawList* draw_list = ImGui::GetWindowDrawList(); { ImGui::Text("Blue shape is drawn first: appears in back"); @@ -8088,47 +10473,36 @@ static void ShowExampleAppCustomRendering(bool* p_open) // [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() //----------------------------------------------------------------------------- -// Demonstrate using DockSpace() to create an explicit docking node within an existing window. -// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! -// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. -// - Drag from window menu button (upper-left button) to undock an entire node (all windows). -// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. -// About dockspaces: -// - Use DockSpace() to create an explicit dock node _within_ an existing window. -// - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport. -// This is often used with ImGuiDockNodeFlags_PassthruCentralNode. -// - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! (*) -// - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. -// e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. -// (*) because of this constraint, the implicit \"Debug\" window can not be docked into an explicit DockSpace() node, -// because that window is submitted as part of the part of the NewFrame() call. An easy workaround is that you can create -// your own implicit "Debug##2" window after calling DockSpace() and leave it in the window stack for anyone to use. -void ShowExampleAppDockSpace(bool* p_open) +struct ImGuiDemoDockspaceArgs { - // READ THIS !!! - // TL;DR; this demo is more complicated than what most users you would normally use. - // If we remove all options we are showcasing, this demo would become: - // void ShowExampleAppDockSpace() - // { - // ImGui::DockSpaceOverViewport(ImGui::GetMainViewport()); - // } - // In most cases you should be able to just call DockSpaceOverViewport() and ignore all the code below! - // In this specific demo, we are not using DockSpaceOverViewport() because: - // - (1) we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false) - // - (2) we allow the host window to have padding (when opt_padding == true) - // - (3) we expose many flags and need a way to have them visible. - // - (4) we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport() - // in your code, but we don't here because we allow the window to be floating) + bool IsFullscreen = true; + bool KeepWindowPadding = false; // Keep WindowPadding to help understand that DockSpace() is a widget inside the window. + ImGuiDockNodeFlags DockSpaceFlags = ImGuiDockNodeFlags_None; +}; - static bool opt_fullscreen = true; - static bool opt_padding = false; - static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None; +// THIS IS A DEMO FOR ADVANCED USAGE OF DockSpace(). +// MOST REGULAR APPLICATIONS WANTING TO ALLOW DOCKING WINDOWS ON THE EDGE OF YOUR SCREEN CAN SIMPLY USE: +// ImGui::NewFrame(); + ImGui::DockSpaceOverViewport(); // Create a dockspace in main viewport +// OR: +// ImGui::NewFrame(); + ImGui::DockSpaceOverViewport(0, nullptr, ImGuiDockNodeFlags_PassthruCentralNode); // Create a dockspace in main viewport, where central node is transparent. +// Demonstrate using DockSpace() to create an explicit docking node within an existing window, with various options. +// Read https://github.com/ocornut/imgui/wiki/Docking for details. +// The reasons we do not use DockSpaceOverViewport() in this demo is because: +// - (1) we allow the host window to be floating/moveable instead of filling the viewport (when args->IsFullscreen == false) +// which is mostly to showcase the idea that DockSpace() may be submitted anywhere. +// Also see 'Demo->Examples->Documents' for a less abstract version of this. +// - (2) we allow the host window to have padding (when args->UsePadding == true) +// - (3) we expose variety of other flags. +static void ShowExampleAppDockSpaceAdvanced(ImGuiDemoDockspaceArgs* args, bool* p_open) +{ + ImGuiDockNodeFlags dockspace_flags = args->DockSpaceFlags; // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, // because it would be confusing to have two docking targets within each others. - ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; - if (opt_fullscreen) + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDocking; + if (args->IsFullscreen) { + // Fullscreen dockspace: practically the same as calling DockSpaceOverViewport(); const ImGuiViewport* viewport = ImGui::GetMainViewport(); ImGui::SetNextWindowPos(viewport->WorkPos); ImGui::SetNextWindowSize(viewport->WorkSize); @@ -8137,75 +10511,116 @@ void ShowExampleAppDockSpace(bool* p_open) ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + window_flags |= ImGuiWindowFlags_NoBackground; } else { + // Floating dockspace dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode; } - // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background - // and handle the pass-thru hole, so we ask Begin() to not render a background. - if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) - window_flags |= ImGuiWindowFlags_NoBackground; - // Important: note that we proceed even if Begin() returns false (aka window is collapsed). // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, // all active windows docked into it will lose their parent and become undocked. // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. - if (!opt_padding) + if (!args->KeepWindowPadding) ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); - ImGui::Begin("DockSpace Demo", p_open, window_flags); - if (!opt_padding) + ImGui::Begin("Window with a DockSpace", p_open, window_flags); + if (!args->KeepWindowPadding) ImGui::PopStyleVar(); - if (opt_fullscreen) + if (args->IsFullscreen) ImGui::PopStyleVar(2); - // Submit the DockSpace - ImGuiIO& io = ImGui::GetIO(); - if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) - { - ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); - ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); - } + // Submit the DockSpace widget inside our window + // - Note that the id here is different from the one used by DockSpaceOverViewport(), so docking state won't get transfered between "Basic" and "Advanced" demos. + // - If we made the ShowExampleAppDockSpaceBasic() calculate its own ID and pass it to DockSpaceOverViewport() the ID could easily match. + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); + + ImGui::End(); +} + +static void ShowExampleAppDockSpaceBasic(ImGuiDockNodeFlags flags) +{ + // Basic version which you can use in many apps: + // e.g: + // ImGui::DockSpaceOverViewport(); + // or: + // ImGui::DockSpaceOverViewport(0, nullptr, ImGuiDockNodeFlags_PassthruCentralNode); // Central node will be transparent + // or: + // ImGuiViewport* viewport = ImGui::GetMainViewport(); + // ImGui::DockSpaceOverViewport(0, viewport, ImGuiDockNodeFlags_None); + + ImGui::DockSpaceOverViewport(0, nullptr, flags); +} + +void ShowExampleAppDockSpace(bool* p_open) +{ + static int opt_demo_mode = 0; + static bool opt_demo_mode_changed = false; + static ImGuiDemoDockspaceArgs args; + + if (opt_demo_mode == 0) + ShowExampleAppDockSpaceBasic(args.DockSpaceFlags); else + ShowExampleAppDockSpaceAdvanced(&args, p_open); + + // Refocus our window to minimize perceived loss of focus when changing mode (caused by the fact that each use a different window, which would not happen in a real app) + if (opt_demo_mode_changed) + ImGui::SetNextWindowFocus(); + ImGui::Begin("Examples: Dockspace", p_open, ImGuiWindowFlags_MenuBar); + opt_demo_mode_changed = false; + opt_demo_mode_changed |= ImGui::RadioButton("Basic demo mode", &opt_demo_mode, 0); + opt_demo_mode_changed |= ImGui::RadioButton("Advanced demo mode", &opt_demo_mode, 1); + + ImGui::SeparatorText("Options"); + + if ((ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable) == 0) { ShowDockingDisabledMessage(); } + else if (opt_demo_mode == 0) + { + args.DockSpaceFlags &= ImGuiDockNodeFlags_PassthruCentralNode; // Allowed flags + ImGui::CheckboxFlags("Flag: PassthruCentralNode", &args.DockSpaceFlags, ImGuiDockNodeFlags_PassthruCentralNode); + } + else if (opt_demo_mode == 1) + { + ImGui::Checkbox("Fullscreen", &args.IsFullscreen); + ImGui::Checkbox("Keep Window Padding", &args.KeepWindowPadding); + ImGui::SameLine(); + HelpMarker("This is mostly exposed to facilitate understanding that a DockSpace() is _inside_ a window."); + ImGui::BeginDisabled(args.IsFullscreen == false); + ImGui::CheckboxFlags("Flag: PassthruCentralNode", &args.DockSpaceFlags, ImGuiDockNodeFlags_PassthruCentralNode); + ImGui::EndDisabled(); + ImGui::CheckboxFlags("Flag: NoDockingOverCentralNode", &args.DockSpaceFlags, ImGuiDockNodeFlags_NoDockingOverCentralNode); + ImGui::CheckboxFlags("Flag: NoDockingSplit", &args.DockSpaceFlags, ImGuiDockNodeFlags_NoDockingSplit); + ImGui::CheckboxFlags("Flag: NoUndocking", &args.DockSpaceFlags, ImGuiDockNodeFlags_NoUndocking); + ImGui::CheckboxFlags("Flag: NoResize", &args.DockSpaceFlags, ImGuiDockNodeFlags_NoResize); + ImGui::CheckboxFlags("Flag: AutoHideTabBar", &args.DockSpaceFlags, ImGuiDockNodeFlags_AutoHideTabBar); + } + // Show demo options and help if (ImGui::BeginMenuBar()) { - if (ImGui::BeginMenu("Options")) + if (ImGui::BeginMenu("Help")) { - // Disabling fullscreen would allow the window to be moved to the front of other windows, - // which we can't undo at the moment without finer window depth/z control. - ImGui::MenuItem("Fullscreen", NULL, &opt_fullscreen); - ImGui::MenuItem("Padding", NULL, &opt_padding); + ImGui::TextUnformatted( + "This demonstrates the use of ImGui::DockSpace() which allows you to manually\ncreate a docking node _within_ another window." "\n" + "The \"Basic\" version uses the ImGui::DockSpaceOverViewport() helper. Most applications can probably use this."); ImGui::Separator(); - - if (ImGui::MenuItem("Flag: NoDockingOverCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingOverCentralNode; } - if (ImGui::MenuItem("Flag: NoDockingSplit", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingSplit) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingSplit; } - if (ImGui::MenuItem("Flag: NoUndocking", "", (dockspace_flags & ImGuiDockNodeFlags_NoUndocking) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoUndocking; } - if (ImGui::MenuItem("Flag: NoResize", "", (dockspace_flags & ImGuiDockNodeFlags_NoResize) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoResize; } - if (ImGui::MenuItem("Flag: AutoHideTabBar", "", (dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar; } - if (ImGui::MenuItem("Flag: PassthruCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0, opt_fullscreen)) { dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode; } + ImGui::TextUnformatted("When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n" + "- Drag from window title bar or their tab to dock/undock." "\n" + "- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n" + "- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" "\n" + "- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)"); ImGui::Separator(); - - if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) - *p_open = false; + ImGui::TextUnformatted("More details:"); ImGui::Bullet(); ImGui::SameLine(); ImGui::TextLinkOpenURL("Docking Wiki page", "https://github.com/ocornut/imgui/wiki/Docking"); + ImGui::BulletText("Read comments in ShowExampleAppDockSpace()"); ImGui::EndMenu(); } - HelpMarker( - "When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n" - "- Drag from window title bar or their tab to dock/undock." "\n" - "- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n" - "- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" "\n" - "- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)" "\n" - "This demo app has nothing to do with enabling docking!" "\n\n" - "This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a docking node _within_ another window." "\n\n" - "Read comments in ShowExampleAppDockSpace() for more details."); - ImGui::EndMenuBar(); } @@ -8219,92 +10634,119 @@ void ShowExampleAppDockSpace(bool* p_open) // Simplified structure to mimic a Document model struct MyDocument { - const char* Name; // Document title + char Name[32]; // Document title + int UID; // Unique ID (necessary as we can change title) bool Open; // Set when open (we keep an array of all available documents to simplify demo code!) bool OpenPrev; // Copy of Open from last update. bool Dirty; // Set when the document has been modified - bool WantClose; // Set when the document ImVec4 Color; // An arbitrary variable associated to the document - MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f)) + MyDocument(int uid, const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f)) { - Name = name; + UID = uid; + snprintf(Name, sizeof(Name), "%s", name); Open = OpenPrev = open; Dirty = false; - WantClose = false; Color = color; } void DoOpen() { Open = true; } - void DoQueueClose() { WantClose = true; } void DoForceClose() { Open = false; Dirty = false; } void DoSave() { Dirty = false; } +}; + +struct ExampleAppDocuments +{ + ImVector Documents; + ImVector CloseQueue; + MyDocument* RenamingDoc = NULL; + bool RenamingStarted = false; + + ExampleAppDocuments() + { + Documents.push_back(MyDocument(0, "Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f))); + Documents.push_back(MyDocument(1, "Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f))); + Documents.push_back(MyDocument(2, "Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f))); + Documents.push_back(MyDocument(3, "Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f))); + Documents.push_back(MyDocument(4, "A Rather Long Title", false, ImVec4(0.4f, 0.8f, 0.8f, 1.0f))); + Documents.push_back(MyDocument(5, "Some Document", false, ImVec4(0.8f, 0.8f, 1.0f, 1.0f))); + } + + // As we allow to change document name, we append a never-changing document ID so tabs are stable + void GetTabName(MyDocument* doc, char* out_buf, size_t out_buf_size) + { + snprintf(out_buf, out_buf_size, "%s###doc%d", doc->Name, doc->UID); + } // Display placeholder contents for the Document - static void DisplayContents(MyDocument* doc) + void DisplayDocContents(MyDocument* doc) { ImGui::PushID(doc); ImGui::Text("Document \"%s\"", doc->Name); ImGui::PushStyleColor(ImGuiCol_Text, doc->Color); ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."); ImGui::PopStyleColor(); - if (ImGui::Button("Modify", ImVec2(100, 0))) - doc->Dirty = true; + + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_R, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Rename..")) + { + RenamingDoc = doc; + RenamingStarted = true; + } ImGui::SameLine(); - if (ImGui::Button("Save", ImVec2(100, 0))) + + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_M, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Modify")) + doc->Dirty = true; + + ImGui::SameLine(); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Save")) doc->DoSave(); + + ImGui::SameLine(); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_W, ImGuiInputFlags_Tooltip); + if (ImGui::Button("Close")) + CloseQueue.push_back(doc); ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior. ImGui::PopID(); } // Display context menu for the Document - static void DisplayContextMenu(MyDocument* doc) + void DisplayDocContextMenu(MyDocument* doc) { if (!ImGui::BeginPopupContextItem()) return; char buf[256]; sprintf(buf, "Save %s", doc->Name); - if (ImGui::MenuItem(buf, "CTRL+S", false, doc->Open)) + if (ImGui::MenuItem(buf, "Ctrl+S", false, doc->Open)) doc->DoSave(); - if (ImGui::MenuItem("Close", "CTRL+W", false, doc->Open)) - doc->DoQueueClose(); + if (ImGui::MenuItem("Rename...", "Ctrl+R", false, doc->Open)) + RenamingDoc = doc; + if (ImGui::MenuItem("Close", "Ctrl+W", false, doc->Open)) + CloseQueue.push_back(doc); ImGui::EndPopup(); } -}; -struct ExampleAppDocuments -{ - ImVector Documents; - - ExampleAppDocuments() + // [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface. + // If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, + // as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for + // the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has + // disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively + // give the impression of a flicker for one frame. + // We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch. + // Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag. + void NotifyOfDocumentsClosedElsewhere() { - Documents.push_back(MyDocument("Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f))); - Documents.push_back(MyDocument("Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f))); - Documents.push_back(MyDocument("Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f))); - Documents.push_back(MyDocument("Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f))); - Documents.push_back(MyDocument("A Rather Long Title", false)); - Documents.push_back(MyDocument("Some Document", false)); + for (MyDocument& doc : Documents) + { + if (!doc.Open && doc.OpenPrev) + ImGui::SetTabItemClosed(doc.Name); + doc.OpenPrev = doc.Open; + } } }; -// [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface. -// If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, -// as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for -// the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has -// disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively -// give the impression of a flicker for one frame. -// We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch. -// Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag. -static void NotifyOfDocumentsClosedElsewhere(ExampleAppDocuments& app) -{ - for (MyDocument& doc : app.Documents) - { - if (!doc.Open && doc.OpenPrev) - ImGui::SetTabItemClosed(doc.Name); - doc.OpenPrev = doc.Open; - } -} - void ShowExampleAppDocuments(bool* p_open) { static ExampleAppDocuments app; @@ -8333,6 +10775,7 @@ void ShowExampleAppDocuments(bool* p_open) ImGui::End(); return; } + IMGUI_DEMO_MARKER("Examples/Documents"); // Menu if (ImGui::BeginMenuBar()) @@ -8352,8 +10795,8 @@ void ShowExampleAppDocuments(bool* p_open) } if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0)) for (MyDocument& doc : app.Documents) - doc.DoQueueClose(); - if (ImGui::MenuItem("Exit", "Ctrl+F4") && p_open) + app.CloseQueue.push_back(&doc); + if (ImGui::MenuItem("Exit") && p_open) *p_open = false; ImGui::EndMenu(); } @@ -8395,10 +10838,11 @@ void ShowExampleAppDocuments(bool* p_open) if (opt_target == Target_Tab) { ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0); + tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline; if (ImGui::BeginTabBar("##tabs", tab_bar_flags)) { if (opt_reorderable) - NotifyOfDocumentsClosedElsewhere(app); + app.NotifyOfDocumentsClosedElsewhere(); // [DEBUG] Stress tests //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on. @@ -8410,20 +10854,23 @@ void ShowExampleAppDocuments(bool* p_open) if (!doc.Open) continue; + // As we allow to change document name, we append a never-changing document id so tabs are stable + char doc_name_buf[64]; + app.GetTabName(&doc, doc_name_buf, sizeof(doc_name_buf)); ImGuiTabItemFlags tab_flags = (doc.Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0); - bool visible = ImGui::BeginTabItem(doc.Name, &doc.Open, tab_flags); + bool visible = ImGui::BeginTabItem(doc_name_buf, &doc.Open, tab_flags); // Cancel attempt to close when unsaved add to save queue so we can display a popup. if (!doc.Open && doc.Dirty) { doc.Open = true; - doc.DoQueueClose(); + app.CloseQueue.push_back(&doc); } - MyDocument::DisplayContextMenu(&doc); + app.DisplayDocContextMenu(&doc); if (visible) { - MyDocument::DisplayContents(&doc); + app.DisplayDocContents(&doc); ImGui::EndTabItem(); } } @@ -8435,7 +10882,7 @@ void ShowExampleAppDocuments(bool* p_open) { if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable) { - NotifyOfDocumentsClosedElsewhere(app); + app.NotifyOfDocumentsClosedElsewhere(); // Create a DockSpace node where any window can be docked ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); @@ -8456,12 +10903,12 @@ void ShowExampleAppDocuments(bool* p_open) if (!doc->Open && doc->Dirty) { doc->Open = true; - doc->DoQueueClose(); + app.CloseQueue.push_back(doc); } - MyDocument::DisplayContextMenu(doc); + app.DisplayDocContextMenu(doc); if (visible) - MyDocument::DisplayContents(doc); + app.DisplayDocContents(doc); ImGui::End(); } @@ -8479,33 +10926,44 @@ void ShowExampleAppDocuments(bool* p_open) return; } - // Update closing queue - static ImVector close_queue; - if (close_queue.empty()) + // Display renaming UI + if (app.RenamingDoc != NULL) { - // Close queue is locked once we started a popup - for (MyDocument& doc : app.Documents) - if (doc.WantClose) + if (app.RenamingStarted) + ImGui::OpenPopup("Rename"); + if (ImGui::BeginPopup("Rename")) + { + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 30); + if (ImGui::InputText("###Name", app.RenamingDoc->Name, IM_COUNTOF(app.RenamingDoc->Name), ImGuiInputTextFlags_EnterReturnsTrue)) { - doc.WantClose = false; - close_queue.push_back(&doc); + ImGui::CloseCurrentPopup(); + app.RenamingDoc = NULL; } + if (app.RenamingStarted) + ImGui::SetKeyboardFocusHere(-1); + ImGui::EndPopup(); + } + else + { + app.RenamingDoc = NULL; + } + app.RenamingStarted = false; } // Display closing confirmation UI - if (!close_queue.empty()) + if (!app.CloseQueue.empty()) { int close_queue_unsaved_documents = 0; - for (int n = 0; n < close_queue.Size; n++) - if (close_queue[n]->Dirty) + for (int n = 0; n < app.CloseQueue.Size; n++) + if (app.CloseQueue[n]->Dirty) close_queue_unsaved_documents++; if (close_queue_unsaved_documents == 0) { // Close documents when all are unsaved - for (int n = 0; n < close_queue.Size; n++) - close_queue[n]->DoForceClose(); - close_queue.clear(); + for (int n = 0; n < app.CloseQueue.Size; n++) + app.CloseQueue[n]->DoForceClose(); + app.CloseQueue.clear(); } else { @@ -8515,38 +10973,36 @@ void ShowExampleAppDocuments(bool* p_open) { ImGui::Text("Save change to the following items?"); float item_height = ImGui::GetTextLineHeightWithSpacing(); - if (ImGui::BeginChildFrame(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height))) - { - for (int n = 0; n < close_queue.Size; n++) - if (close_queue[n]->Dirty) - ImGui::Text("%s", close_queue[n]->Name); - } - ImGui::EndChildFrame(); + if (ImGui::BeginChild(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height), ImGuiChildFlags_FrameStyle)) + for (MyDocument* doc : app.CloseQueue) + if (doc->Dirty) + ImGui::Text("%s", doc->Name); + ImGui::EndChild(); ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f); if (ImGui::Button("Yes", button_size)) { - for (int n = 0; n < close_queue.Size; n++) + for (MyDocument* doc : app.CloseQueue) { - if (close_queue[n]->Dirty) - close_queue[n]->DoSave(); - close_queue[n]->DoForceClose(); + if (doc->Dirty) + doc->DoSave(); + doc->DoForceClose(); } - close_queue.clear(); + app.CloseQueue.clear(); ImGui::CloseCurrentPopup(); } ImGui::SameLine(); if (ImGui::Button("No", button_size)) { - for (int n = 0; n < close_queue.Size; n++) - close_queue[n]->DoForceClose(); - close_queue.clear(); + for (MyDocument* doc : app.CloseQueue) + doc->DoForceClose(); + app.CloseQueue.clear(); ImGui::CloseCurrentPopup(); } ImGui::SameLine(); if (ImGui::Button("Cancel", button_size)) { - close_queue.clear(); + app.CloseQueue.clear(); ImGui::CloseCurrentPopup(); } ImGui::EndPopup(); @@ -8557,6 +11013,411 @@ void ShowExampleAppDocuments(bool* p_open) ImGui::End(); } +//----------------------------------------------------------------------------- +// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() +//----------------------------------------------------------------------------- + +//#include "imgui_internal.h" // NavMoveRequestTryWrapping() + +struct ExampleAsset +{ + ImGuiID ID; + int Type; + + ExampleAsset(ImGuiID id, int type) { ID = id; Type = type; } + + static const ImGuiTableSortSpecs* s_current_sort_specs; + + static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, ExampleAsset* items, int items_count) + { + s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function. + if (items_count > 1) + qsort(items, (size_t)items_count, sizeof(items[0]), ExampleAsset::CompareWithSortSpecs); + s_current_sort_specs = NULL; + } + + // Compare function to be used by qsort() + static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) + { + const ExampleAsset* a = (const ExampleAsset*)lhs; + const ExampleAsset* b = (const ExampleAsset*)rhs; + for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) + { + const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; + int delta = 0; + if (sort_spec->ColumnIndex == 0) + delta = ((int)a->ID - (int)b->ID); + else if (sort_spec->ColumnIndex == 1) + delta = (a->Type - b->Type); + if (delta > 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; + if (delta < 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; + } + return (int)a->ID - (int)b->ID; + } +}; +const ImGuiTableSortSpecs* ExampleAsset::s_current_sort_specs = NULL; + +struct ExampleAssetsBrowser +{ + // Options + bool ShowTypeOverlay = true; + bool AllowSorting = true; + bool AllowBoxSelect = true; // Will set ImGuiMultiSelectFlags_BoxSelect2d + bool AllowBoxSelectInsideSelection = false; // Will set ImGuiMultiSelectFlags_SelectOnClickAlways + bool AllowDragUnselected = false; // Will set ImGuiMultiSelectFlags_SelectOnClickRelease + float IconSize = 32.0f; + int IconSpacing = 10; + int IconHitSpacing = 4; // Increase hit-spacing if you want to make it possible to clear or box-select from gaps. Some spacing is required to able to amend with Shift+box-select. Value is small in Explorer. + bool StretchSpacing = true; + + // State + ImVector Items; // Our items + ExampleSelectionWithDeletion Selection; // Our selection (ImGuiSelectionBasicStorage + helper funcs to handle deletion) + ImGuiID NextItemId = 0; // Unique identifier when creating new items + bool RequestDelete = false; // Deferred deletion request + bool RequestSort = false; // Deferred sort request + float ZoomWheelAccum = 0.0f; // Mouse wheel accumulator to handle smooth wheels better + + // Calculated sizes for layout, output of UpdateLayoutSizes(). Could be locals but our code is simpler this way. + ImVec2 LayoutItemSize; + ImVec2 LayoutItemStep; // == LayoutItemSize + LayoutItemSpacing + float LayoutItemSpacing = 0.0f; + float LayoutSelectableSpacing = 0.0f; + float LayoutOuterPadding = 0.0f; + int LayoutColumnCount = 0; + int LayoutLineCount = 0; + + // Functions + ExampleAssetsBrowser() + { + AddItems(10000); + } + void AddItems(int count) + { + if (Items.Size == 0) + NextItemId = 0; + Items.reserve(Items.Size + count); + for (int n = 0; n < count; n++, NextItemId++) + Items.push_back(ExampleAsset(NextItemId, (NextItemId % 20) < 15 ? 0 : (NextItemId % 20) < 18 ? 1 : 2)); + RequestSort = true; + } + void ClearItems() + { + Items.clear(); + Selection.Clear(); + } + + // Logic would be written in the main code BeginChild() and outputting to local variables. + // We extracted it into a function so we can call it easily from multiple places. + void UpdateLayoutSizes(float avail_width) + { + // Layout: when not stretching: allow extending into right-most spacing. + LayoutItemSpacing = (float)IconSpacing; + if (StretchSpacing == false) + avail_width += floorf(LayoutItemSpacing * 0.5f); + + // Layout: calculate number of icon per line and number of lines + LayoutItemSize = ImVec2(floorf(IconSize), floorf(IconSize)); + LayoutColumnCount = IM_MAX((int)(avail_width / (LayoutItemSize.x + LayoutItemSpacing)), 1); + LayoutLineCount = (Items.Size + LayoutColumnCount - 1) / LayoutColumnCount; + + // Layout: when stretching: allocate remaining space to more spacing. Round before division, so item_spacing may be non-integer. + if (StretchSpacing && LayoutColumnCount > 1) + LayoutItemSpacing = floorf(avail_width - LayoutItemSize.x * LayoutColumnCount) / LayoutColumnCount; + + LayoutItemStep = ImVec2(LayoutItemSize.x + LayoutItemSpacing, LayoutItemSize.y + LayoutItemSpacing); + LayoutSelectableSpacing = IM_MAX(floorf(LayoutItemSpacing) - IconHitSpacing, 0.0f); + LayoutOuterPadding = floorf(LayoutItemSpacing * 0.5f); + } + + void Draw(const char* title, bool* p_open) + { + ImGui::SetNextWindowSize(ImVec2(IconSize * 25, IconSize * 15), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open, ImGuiWindowFlags_MenuBar)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Assets Browser"); + + // Menu bar + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Add 10000 items")) + AddItems(10000); + if (ImGui::MenuItem("Clear items")) + ClearItems(); + ImGui::Separator(); + if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) + *p_open = false; + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + if (ImGui::MenuItem("Delete", "Del", false, Selection.Size > 0)) + RequestDelete = true; + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Options")) + { + ImGui::PushItemWidth(ImGui::GetFontSize() * 10); + + ImGui::SeparatorText("Contents"); + ImGui::Checkbox("Show Type Overlay", &ShowTypeOverlay); + ImGui::Checkbox("Allow Sorting", &AllowSorting); + + ImGui::SeparatorText("Selection Behavior"); + ImGui::Checkbox("Allow box-selection", &AllowBoxSelect); + if (ImGui::Checkbox("Allow box-selection from selected items", &AllowBoxSelectInsideSelection) && AllowBoxSelectInsideSelection) + AllowDragUnselected = false; + if (ImGui::Checkbox("Allow dragging unselected item", &AllowDragUnselected) && AllowDragUnselected) + AllowBoxSelectInsideSelection = false; + + ImGui::SeparatorText("Layout"); + ImGui::SliderFloat("Icon Size", &IconSize, 16.0f, 128.0f, "%.0f"); + ImGui::SameLine(); HelpMarker("Use Ctrl+Wheel to zoom"); + ImGui::SliderInt("Icon Spacing", &IconSpacing, 0, 32); + ImGui::SliderInt("Icon Hit Spacing", &IconHitSpacing, 0, 32); + ImGui::Checkbox("Stretch Spacing", &StretchSpacing); + ImGui::PopItemWidth(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // Show a table with ONLY one header row to showcase the idea/possibility of using this to provide a sorting UI + if (AllowSorting) + { + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiTableFlags table_flags_for_sort_specs = ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Borders; + if (ImGui::BeginTable("for_sort_specs_only", 2, table_flags_for_sort_specs, ImVec2(0.0f, ImGui::GetFrameHeight()))) + { + ImGui::TableSetupColumn("Index"); + ImGui::TableSetupColumn("Type"); + ImGui::TableHeadersRow(); + if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs()) + if (sort_specs->SpecsDirty || RequestSort) + { + ExampleAsset::SortWithSortSpecs(sort_specs, Items.Data, Items.Size); + sort_specs->SpecsDirty = RequestSort = false; + } + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + } + + ImGuiIO& io = ImGui::GetIO(); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, LayoutOuterPadding + LayoutLineCount * (LayoutItemSize.y + LayoutItemSpacing))); + if (ImGui::BeginChild("Assets", ImVec2(0.0f, -ImGui::GetTextLineHeightWithSpacing()), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove)) + { + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + const float avail_width = ImGui::GetContentRegionAvail().x; + UpdateLayoutSizes(avail_width); + + // Calculate and store start position. + ImVec2 start_pos = ImGui::GetCursorScreenPos(); + start_pos = ImVec2(start_pos.x + LayoutOuterPadding, start_pos.y + LayoutOuterPadding); + ImGui::SetCursorScreenPos(start_pos); + + // Multi-select + ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_ClearOnClickVoid; + + // - Enable box-select (in 2D mode, so that changing box-select rectangle X1/X2 boundaries will affect clipped items) + if (AllowBoxSelect) + ms_flags |= ImGuiMultiSelectFlags_BoxSelect2d; + + // - Selection mode + if (AllowDragUnselected) + ms_flags |= ImGuiMultiSelectFlags_SelectOnClickRelease; // Rarely used: Allows dragging an unselected item without selecting it(rarely used) + else if (AllowBoxSelectInsideSelection) + ms_flags |= ImGuiMultiSelectFlags_SelectOnClickAlways; // Rarely used: Prevents Drag and Drop from being used on multiple-selection, but allows e.g. BoxSelect to always reselect even when clicking inside an existing selection. + + // - Enable keyboard wrapping on X axis + // (FIXME-MULTISELECT: We haven't designed/exposed a general nav wrapping api yet, so this flag is provided as a courtesy to avoid doing: + // ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX); + // When we finish implementing a more general API for this, we will obsolete this flag in favor of the new system) + ms_flags |= ImGuiMultiSelectFlags_NavWrapX; + + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, Selection.Size, Items.Size); + + // Use custom selection adapter: store ID in selection (recommended) + Selection.UserData = this; + Selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self_, int idx) { ExampleAssetsBrowser* self = (ExampleAssetsBrowser*)self_->UserData; return self->Items[idx].ID; }; + Selection.ApplyRequests(ms_io); + + const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (Selection.Size > 0)) || RequestDelete; + const int item_curr_idx_to_focus = want_delete ? Selection.ApplyDeletionPreLoop(ms_io, Items.Size) : -1; + RequestDelete = false; + + // Push LayoutSelectableSpacing (which is LayoutItemSpacing minus hit-spacing, if we decide to have hit gaps between items) + // Altering style ItemSpacing may seem unnecessary as we position every items using SetCursorScreenPos()... + // But it is necessary for two reasons: + // - Selectables uses it by default to visually fill the space between two items. + // - The vertical spacing would be measured by Clipper to calculate line height if we didn't provide it explicitly (here we do). + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(LayoutSelectableSpacing, LayoutSelectableSpacing)); + + // Rendering parameters + const ImU32 icon_type_overlay_colors[3] = { 0, IM_COL32(200, 70, 70, 255), IM_COL32(70, 170, 70, 255) }; + const ImU32 icon_bg_color = ImGui::GetColorU32(IM_COL32(35, 35, 35, 220)); + const ImVec2 icon_type_overlay_size = ImVec2(4.0f, 4.0f); + const bool display_label = (LayoutItemSize.x >= ImGui::CalcTextSize("999").x); + + const int column_count = LayoutColumnCount; + ImGuiListClipper clipper; + clipper.Begin(LayoutLineCount, LayoutItemStep.y); + if (item_curr_idx_to_focus != -1) + clipper.IncludeItemByIndex(item_curr_idx_to_focus / column_count); // Ensure focused item line is not clipped. + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem / column_count); // Ensure RangeSrc item line is not clipped. + while (clipper.Step()) + { + for (int line_idx = clipper.DisplayStart; line_idx < clipper.DisplayEnd; line_idx++) + { + const int item_min_idx_for_current_line = line_idx * column_count; + const int item_max_idx_for_current_line = IM_MIN((line_idx + 1) * column_count, Items.Size); + for (int item_idx = item_min_idx_for_current_line; item_idx < item_max_idx_for_current_line; ++item_idx) + { + ExampleAsset* item_data = &Items[item_idx]; + ImGui::PushID((int)item_data->ID); + + // Position item + ImVec2 pos = ImVec2(start_pos.x + (item_idx % column_count) * LayoutItemStep.x, start_pos.y + line_idx * LayoutItemStep.y); + ImGui::SetCursorScreenPos(pos); + + ImGui::SetNextItemSelectionUserData(item_idx); + bool item_is_selected = Selection.Contains((ImGuiID)item_data->ID); + bool item_is_visible = ImGui::IsRectVisible(LayoutItemSize); + ImGui::Selectable("", item_is_selected, ImGuiSelectableFlags_None, LayoutItemSize); + + // Update our selection state immediately (without waiting for EndMultiSelect() requests) + // because we use this to alter the color of our text/icon. + if (ImGui::IsItemToggledSelection()) + item_is_selected = !item_is_selected; + + // Focus (for after deletion) + if (item_curr_idx_to_focus == item_idx) + ImGui::SetKeyboardFocusHere(-1); + + // Drag and drop + if (ImGui::BeginDragDropSource()) + { + // Create payload with full selection OR single unselected item. + // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease) + if (ImGui::GetDragDropPayload() == NULL) + { + ImVector payload_items; + void* it = NULL; + ImGuiID id = 0; + if (!item_is_selected) + payload_items.push_back(item_data->ID); + else + while (Selection.GetNextSelectedItem(&it, &id)) + payload_items.push_back(id); + ImGui::SetDragDropPayload("ASSETS_BROWSER_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes()); + } + + // Display payload content in tooltip, by extracting it from the payload data + // (we could read from selection, but it is more correct and reusable to read from payload) + const ImGuiPayload* payload = ImGui::GetDragDropPayload(); + const int payload_count = (int)payload->DataSize / (int)sizeof(ImGuiID); + ImGui::Text("%d assets", payload_count); + + ImGui::EndDragDropSource(); + } + + // Render icon (a real app would likely display an image/thumbnail here) + // Because we use ImGuiMultiSelectFlags_BoxSelect2d, clipping vertical may occasionally be larger, so we coarse-clip our rendering as well. + if (item_is_visible) + { + ImVec2 box_min(pos.x - 1, pos.y - 1); + ImVec2 box_max(box_min.x + LayoutItemSize.x + 2, box_min.y + LayoutItemSize.y + 2); // Dubious + draw_list->AddRectFilled(box_min, box_max, icon_bg_color); // Background color + if (ShowTypeOverlay && item_data->Type != 0) + { + ImU32 type_col = icon_type_overlay_colors[item_data->Type % IM_COUNTOF(icon_type_overlay_colors)]; + draw_list->AddRectFilled(ImVec2(box_max.x - 2 - icon_type_overlay_size.x, box_min.y + 2), ImVec2(box_max.x - 2, box_min.y + 2 + icon_type_overlay_size.y), type_col); + } + if (display_label) + { + ImU32 label_col = ImGui::GetColorU32(item_is_selected ? ImGuiCol_Text : ImGuiCol_TextDisabled); + char label[32]; + sprintf(label, "%d", item_data->ID); + draw_list->AddText(ImVec2(box_min.x, box_max.y - ImGui::GetFontSize()), label_col, label); + } + } + + ImGui::PopID(); + } + } + } + clipper.End(); + ImGui::PopStyleVar(); // ImGuiStyleVar_ItemSpacing + + // Context menu + if (ImGui::BeginPopupContextWindow()) + { + ImGui::Text("Selection: %d items", Selection.Size); + ImGui::Separator(); + if (ImGui::MenuItem("Delete", "Del", false, Selection.Size > 0)) + RequestDelete = true; + ImGui::EndPopup(); + } + + ms_io = ImGui::EndMultiSelect(); + Selection.ApplyRequests(ms_io); + if (want_delete) + Selection.ApplyDeletionPostLoop(ms_io, Items, item_curr_idx_to_focus); + + // Zooming with Ctrl+Wheel + if (ImGui::IsWindowAppearing()) + ZoomWheelAccum = 0.0f; + if (ImGui::IsWindowHovered() && io.MouseWheel != 0.0f && ImGui::IsKeyDown(ImGuiMod_Ctrl) && ImGui::IsAnyItemActive() == false) + { + ZoomWheelAccum += io.MouseWheel; + if (fabsf(ZoomWheelAccum) >= 1.0f) + { + // Calculate hovered item index from mouse location + // FIXME: Locking aiming on 'hovered_item_idx' (with a cool-down timer) would ensure zoom keeps on it. + const float hovered_item_nx = (io.MousePos.x - start_pos.x + LayoutItemSpacing * 0.5f) / LayoutItemStep.x; + const float hovered_item_ny = (io.MousePos.y - start_pos.y + LayoutItemSpacing * 0.5f) / LayoutItemStep.y; + const int hovered_item_idx = ((int)hovered_item_ny * LayoutColumnCount) + (int)hovered_item_nx; + //ImGui::SetTooltip("%f,%f -> item %d", hovered_item_nx, hovered_item_ny, hovered_item_idx); // Move those 4 lines in block above for easy debugging + + // Zoom + IconSize *= powf(1.1f, (float)(int)ZoomWheelAccum); + IconSize = IM_CLAMP(IconSize, 16.0f, 128.0f); + ZoomWheelAccum -= (int)ZoomWheelAccum; + UpdateLayoutSizes(avail_width); + + // Manipulate scroll to that we will land at the same Y location of currently hovered item. + // - Calculate next frame position of item under mouse + // - Set new scroll position to be used in next ImGui::BeginChild() call. + float hovered_item_rel_pos_y = ((float)(hovered_item_idx / LayoutColumnCount) + fmodf(hovered_item_ny, 1.0f)) * LayoutItemStep.y; + hovered_item_rel_pos_y += ImGui::GetStyle().WindowPadding.y; + float mouse_local_y = io.MousePos.y - ImGui::GetWindowPos().y; + ImGui::SetScrollY(hovered_item_rel_pos_y - mouse_local_y); + } + } + } + ImGui::EndChild(); + + ImGui::Text("Selected: %d/%d items", Selection.Size, Items.Size); + ImGui::End(); + } +}; + +void ShowExampleAppAssetsBrowser(bool* p_open) +{ + IMGUI_DEMO_MARKER("Examples/Assets Browser"); + static ExampleAssetsBrowser assets_browser; + assets_browser.Draw("Example: Assets Browser", p_open); +} + // End of Demo code #else @@ -8564,7 +11425,8 @@ void ImGui::ShowAboutWindow(bool*) {} void ImGui::ShowDemoWindow(bool*) {} void ImGui::ShowUserGuide() {} void ImGui::ShowStyleEditor(ImGuiStyle*) {} +bool ImGui::ShowStyleSelector(const char*) { return false; } -#endif +#endif // #ifndef IMGUI_DISABLE_DEMO_WINDOWS #endif // #ifndef IMGUI_DISABLE diff --git a/thirdparty/imgui_suite/imgui/cpp/imgui_draw.cpp b/thirdparty/imgui_suite/imgui/cpp/imgui_draw.cpp index e6bb0b56fb..e12a90dc90 100644 --- a/thirdparty/imgui_suite/imgui/cpp/imgui_draw.cpp +++ b/thirdparty/imgui_suite/imgui/cpp/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90 WIP +// dear imgui, v1.92.8 WIP // (drawing and font code) /* @@ -8,17 +8,20 @@ Index of this file: // [SECTION] STB libraries implementation // [SECTION] Style functions // [SECTION] ImDrawList +// [SECTION] ImTriangulator, ImDrawList concave polygon fill // [SECTION] ImDrawListSplitter // [SECTION] ImDrawData // [SECTION] Helpers ShadeVertsXXX functions // [SECTION] ImFontConfig -// [SECTION] ImFontAtlas -// [SECTION] ImFontAtlas glyph ranges helpers +// [SECTION] ImFontAtlas, ImFontAtlasBuilder +// [SECTION] ImFontAtlas: backend for stb_truetype +// [SECTION] ImFontAtlas: glyph ranges helpers // [SECTION] ImFontGlyphRangesBuilder -// [SECTION] ImFont +// [SECTION] ImFontBaked, ImFont // [SECTION] ImGui Internal Render Helpers // [SECTION] Decompression code // [SECTION] Default font data (ProggyClean.ttf) +// [SECTION] Default font data (ProggyForever.ttf) */ @@ -38,6 +41,7 @@ Index of this file: #endif #include // vsnprintf, sscanf, printf +#include // intptr_t // Visual Studio warnings #ifdef _MSC_VER @@ -45,7 +49,7 @@ Index of this file: #pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen #pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). -#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). #endif // Clang/GCC warnings with -Weverything @@ -64,13 +68,21 @@ Index of this file: #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label #elif defined(__GNUC__) -#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind -#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used -#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function -#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value -#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer -#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#pragma GCC diagnostic ignored "-Wsign-conversion" // warning: conversion to 'xxxx' from 'xxxx' may change the sign of the result #endif //------------------------------------------------------------------------- @@ -93,22 +105,22 @@ namespace IMGUI_STB_NAMESPACE #pragma warning (push) #pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration #pragma warning (disable: 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'. +#pragma warning (disable: 5262) // (stb_truetype) implicit fall-through occurs here; are you missing a break statement? #pragma warning (disable: 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read. #pragma warning (disable: 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did. #endif #if defined(__clang__) #pragma clang diagnostic push -#pragma clang diagnostic ignored "-Wunused-function" +#pragma clang diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #pragma clang diagnostic ignored "-Wmissing-prototypes" #pragma clang diagnostic ignored "-Wimplicit-fallthrough" -#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier #endif #if defined(__GNUC__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] -#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#pragma GCC diagnostic ignored "-Wimplicit-fallthrough" // warning: this statement may fall through #endif #ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) @@ -135,8 +147,9 @@ namespace IMGUI_STB_NAMESPACE #define STBTT_sqrt(x) ImSqrt(x) #define STBTT_pow(x,y) ImPow(x,y) #define STBTT_fabs(x) ImFabs(x) -#define STBTT_ifloor(x) ((int)ImFloorSigned(x)) +#define STBTT_ifloor(x) ((int)ImFloor(x)) #define STBTT_iceil(x) ((int)ImCeil(x)) +#define STBTT_strlen(x) ImStrlen(x) #define STBTT_STATIC #define STB_TRUETYPE_IMPLEMENTATION #else @@ -209,11 +222,14 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst) colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); - colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_InputTextCursor] = colors[ImGuiCol_Text]; colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; - colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); - colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); - colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 0.00f); colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); @@ -225,9 +241,13 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst) colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border]; colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); - colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_DragDropTargetBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_UnsavedMarker] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_NavCursor] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); @@ -271,11 +291,14 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst) colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); - colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_InputTextCursor] = colors[ImGuiCol_Text]; colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; - colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); - colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); - colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.53f, 0.53f, 0.87f, 0.00f); colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); @@ -287,9 +310,13 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst) colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); + colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border]; colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); - colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_DragDropTargetBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_UnsavedMarker] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); @@ -334,11 +361,14 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); - colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); + colors[ImGuiCol_InputTextCursor] = colors[ImGuiCol_Text]; colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; - colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); - colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); - colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); + colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive]; + colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 0.00f); colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); @@ -350,9 +380,13 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f); + colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive]; colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border]; colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); - colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_DragDropTargetBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_UnsavedMarker] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f); colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); @@ -364,15 +398,21 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) ImDrawListSharedData::ImDrawListSharedData() { - memset(this, 0, sizeof(*this)); - for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++) + memset((void*)this, 0, sizeof(*this)); + InitialFringeScale = 1.0f; + for (int i = 0; i < IM_COUNTOF(ArcFastVtx); i++) { - const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx); + const float a = ((float)i * 2 * IM_PI) / (float)IM_COUNTOF(ArcFastVtx); ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)); } ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); } +ImDrawListSharedData::~ImDrawListSharedData() +{ + IM_ASSERT(DrawLists.Size == 0); +} + void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) { if (CircleSegmentMaxError == max_error) @@ -380,7 +420,7 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) IM_ASSERT(max_error > 0.0f); CircleSegmentMaxError = max_error; - for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) + for (int i = 0; i < IM_COUNTOF(CircleSegmentCounts); i++) { const float radius = (float)i; CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX); @@ -388,13 +428,38 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); } +ImDrawList::ImDrawList(ImDrawListSharedData* shared_data) +{ + memset((void*)this, 0, sizeof(*this)); + _SetDrawListSharedData(shared_data); +} + +ImDrawList::~ImDrawList() +{ + _ClearFreeMemory(); + _SetDrawListSharedData(NULL); +} + +void ImDrawList::_SetDrawListSharedData(ImDrawListSharedData* data) +{ + if (_Data != NULL) + _Data->DrawLists.find_erase_unsorted(this); + _Data = data; + if (_Data != NULL) + _Data->DrawLists.push_back(this); +} + // Initialize before use in a new frame. We always have a command ready in the buffer. +// In the majority of cases, you would want to call PushClipRect() and PushTexture() after this. void ImDrawList::_ResetForNewFrame() { - // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. - IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0); - IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4)); - IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); + // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory to match ImDrawCmdHeader. + IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == 0); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, TexRef) == sizeof(ImVec4)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureRef)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == offsetof(ImDrawCmdHeader, ClipRect)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, TexRef) == offsetof(ImDrawCmdHeader, TexRef)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == offsetof(ImDrawCmdHeader, VtxOffset)); if (_Splitter._Count > 1) _Splitter.Merge(this); @@ -407,11 +472,12 @@ void ImDrawList::_ResetForNewFrame() _VtxWritePtr = NULL; _IdxWritePtr = NULL; _ClipRectStack.resize(0); - _TextureIdStack.resize(0); + _TextureStack.resize(0); + _CallbacksDataBuf.resize(0); _Path.resize(0); _Splitter.Clear(); CmdBuffer.push_back(ImDrawCmd()); - _FringeScale = 1.0f; + _FringeScale = _Data->InitialFringeScale; } void ImDrawList::_ClearFreeMemory() @@ -424,14 +490,16 @@ void ImDrawList::_ClearFreeMemory() _VtxWritePtr = NULL; _IdxWritePtr = NULL; _ClipRectStack.clear(); - _TextureIdStack.clear(); + _TextureStack.clear(); + _CallbacksDataBuf.clear(); _Path.clear(); _Splitter.ClearFreeMemory(); } +// Note: For multi-threaded rendering, consider using `imgui_threaded_rendering` from https://github.com/ocornut/imgui_club ImDrawList* ImDrawList::CloneOutput() const { - ImDrawList* dst = IM_NEW(ImDrawList(_Data)); + ImDrawList* dst = IM_NEW(ImDrawList(NULL)); dst->CmdBuffer = CmdBuffer; dst->IdxBuffer = IdxBuffer; dst->VtxBuffer = VtxBuffer; @@ -443,7 +511,7 @@ void ImDrawList::AddDrawCmd() { ImDrawCmd draw_cmd; draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy() - draw_cmd.TextureId = _CmdHeader.TextureId; + draw_cmd.TexRef = _CmdHeader.TexRef; draw_cmd.VtxOffset = _CmdHeader.VtxOffset; draw_cmd.IdxOffset = IdxBuffer.Size; @@ -464,26 +532,45 @@ void ImDrawList::_PopUnusedDrawCmd() } } -void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) +void ImDrawList::AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size) { IM_ASSERT_PARANOID(CmdBuffer.Size > 0); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + IM_ASSERT(callback != NULL); IM_ASSERT(curr_cmd->UserCallback == NULL); if (curr_cmd->ElemCount != 0) { AddDrawCmd(); curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; } + curr_cmd->UserCallback = callback; - curr_cmd->UserCallbackData = callback_data; + if (userdata_size == 0) + { + // Store user data directly in command (no indirection) + curr_cmd->UserCallbackData = userdata; + curr_cmd->UserCallbackDataSize = 0; + curr_cmd->UserCallbackDataOffset = -1; + } + else + { + // Copy and store user data in a buffer + IM_ASSERT(userdata != NULL); + IM_ASSERT(userdata_size < (1u << 31)); + curr_cmd->UserCallbackData = NULL; // Will be resolved during Render() + curr_cmd->UserCallbackDataSize = (int)userdata_size; + curr_cmd->UserCallbackDataOffset = _CallbacksDataBuf.Size; + _CallbacksDataBuf.resize(_CallbacksDataBuf.Size + (int)userdata_size); + memcpy(_CallbacksDataBuf.Data + (size_t)curr_cmd->UserCallbackDataOffset, userdata, userdata_size); + } AddDrawCmd(); // Force a new command after us (see comment below) } -// Compare ClipRect, TextureId and VtxOffset with a single memcmp() -#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) -#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset -#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset +// Compare ClipRect, TexRef and VtxOffset with a single memcmp() +#define ImDrawCmd_HeaderSize (offsetof(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) +#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TexRef, VtxOffset +#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TexRef, VtxOffset #define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset) // Try to merge two last draw commands @@ -520,21 +607,23 @@ void ImDrawList::_OnChangedClipRect() CmdBuffer.pop_back(); return; } - curr_cmd->ClipRect = _CmdHeader.ClipRect; } -void ImDrawList::_OnChangedTextureID() +void ImDrawList::_OnChangedTexture() { // If current command is used with different settings we need to add a new command IM_ASSERT_PARANOID(CmdBuffer.Size > 0); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; - if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId) + if (curr_cmd->ElemCount != 0 && curr_cmd->TexRef != _CmdHeader.TexRef) { AddDrawCmd(); return; } - IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Unlike other _OnChangedXXX functions this may be called by ImFontAtlasUpdateDrawListsTextures() in more locations so we need to handle this case. + if (curr_cmd->UserCallback != NULL) + return; // Try to merge with previous command if it matches, else use current command ImDrawCmd* prev_cmd = curr_cmd - 1; @@ -543,8 +632,7 @@ void ImDrawList::_OnChangedTextureID() CmdBuffer.pop_back(); return; } - - curr_cmd->TextureId = _CmdHeader.TextureId; + curr_cmd->TexRef = _CmdHeader.TexRef; } void ImDrawList::_OnChangedVtxOffset() @@ -567,7 +655,7 @@ int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const { // Automatic segment count const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy - if (radius_idx >= 0 && radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + if (radius_idx >= 0 && radius_idx < IM_COUNTOF(_Data->CircleSegmentCounts)) return _Data->CircleSegmentCounts[radius_idx]; // Use cached value else return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); @@ -605,18 +693,30 @@ void ImDrawList::PopClipRect() _OnChangedClipRect(); } -void ImDrawList::PushTextureID(ImTextureID texture_id) +void ImDrawList::PushTexture(ImTextureRef tex_ref) { - _TextureIdStack.push_back(texture_id); - _CmdHeader.TextureId = texture_id; - _OnChangedTextureID(); + _TextureStack.push_back(tex_ref); + _CmdHeader.TexRef = tex_ref; + if (tex_ref._TexData != NULL) + IM_ASSERT(tex_ref._TexData->WantDestroyNextFrame == false); + _OnChangedTexture(); } -void ImDrawList::PopTextureID() +void ImDrawList::PopTexture() { - _TextureIdStack.pop_back(); - _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1]; - _OnChangedTextureID(); + _TextureStack.pop_back(); + _CmdHeader.TexRef = (_TextureStack.Size == 0) ? ImTextureRef() : _TextureStack.Data[_TextureStack.Size - 1]; + _OnChangedTexture(); +} + +// This is used by ImGui::PushFont()/PopFont(). It works because we never use _TextureIdStack[] elsewhere than in PushTexture()/PopTexture(). +void ImDrawList::_SetTexture(ImTextureRef tex_ref) +{ + if (_CmdHeader.TexRef == tex_ref) + return; + _CmdHeader.TexRef = tex_ref; + _TextureStack.back() = tex_ref; + _OnChangedTexture(); } // Reserve space for a number of vertices and indices. @@ -647,7 +747,7 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count) _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; } -// Release the a number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). +// Release the number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). void ImDrawList::PrimUnreserve(int idx_count, int vtx_count) { IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); @@ -739,7 +839,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f); // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off - IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); + IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->OwnerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12); const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3); @@ -802,7 +902,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area dm_y *= half_draw_size; - // Add temporary vertexes for the outer edges + // Add temporary vertices for the outer edges ImVec2* out_vtx = &temp_points[i2 * 2]; out_vtx[0].x = points[i2].x + dm_x; out_vtx[0].y = points[i2].y + dm_y; @@ -829,7 +929,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 idx1 = idx2; } - // Add vertexes for each point on the line + // Add vertices for each point on the line if (use_texture) { // If we're using textures we only need to emit the left/right edge vertices @@ -1197,8 +1297,8 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f); const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f); - const int a_min_sample = a_is_reverse ? (int)ImFloorSigned(a_min_sample_f) : (int)ImCeil(a_min_sample_f); - const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloorSigned(a_max_sample_f); + const int a_min_sample = a_is_reverse ? (int)ImFloor(a_min_sample_f) : (int)ImCeil(a_min_sample_f); + const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloor(a_max_sample_f); const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0); const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; @@ -1218,15 +1318,15 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa { const float arc_length = ImAbs(a_max - a_min); const int circle_segment_count = _CalcCircleAutoSegmentCount(radius); - const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length)); + const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), 1); _PathArcToN(center, radius, a_min, a_max, arc_segment_count); } } -void ImDrawList::PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments) +void ImDrawList::PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments) { if (num_segments <= 0) - num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here. + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. _Path.reserve(_Path.Size + (num_segments + 1)); @@ -1235,11 +1335,10 @@ void ImDrawList::PathEllipticalArcTo(const ImVec2& center, float radius_x, float for (int i = 0; i <= num_segments; i++) { const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); - ImVec2 point(ImCos(a) * radius_x, ImSin(a) * radius_y); - const float rel_x = (point.x * cos_rot) - (point.y * sin_rot); - const float rel_y = (point.x * sin_rot) + (point.y * cos_rot); - point.x = rel_x + center.x; - point.y = rel_y + center.y; + ImVec2 point(ImCos(a) * radius.x, ImSin(a) * radius.y); + const ImVec2 rel((point.x * cos_rot) - (point.y * sin_rot), (point.x * sin_rot) + (point.y * cos_rot)); + point.x = rel.x + center.x; + point.y = rel.y + center.y; _Path.push_back(point); } } @@ -1564,31 +1663,31 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in } // Ellipse -void ImDrawList::AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot, int num_segments, float thickness) +void ImDrawList::AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; if (num_segments <= 0) - num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here. + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. // Because we are filling a closed shape we remove 1 from the count of segments/points const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; - PathEllipticalArcTo(center, radius_x, radius_y, rot, 0.0f, a_max, num_segments - 1); + PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); PathStroke(col, true, thickness); } -void ImDrawList::AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot, int num_segments) +void ImDrawList::AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments) { if ((col & IM_COL32_A_MASK) == 0) return; if (num_segments <= 0) - num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here. + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. // Because we are filling a closed shape we remove 1 from the count of segments/points const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; - PathEllipticalArcTo(center, radius_x, radius_y, rot, 0.0f, a_max, num_segments - 1); + PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); PathFillConvex(col); } @@ -1614,15 +1713,15 @@ void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const Im PathStroke(col, 0, thickness); } -void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) +void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) { if ((col & IM_COL32_A_MASK) == 0) return; - if (text_end == NULL) - text_end = text_begin + strlen(text_begin); - if (text_begin == text_end) + // Accept null ranges + if (text_begin == text_end || text_begin[0] == 0) return; + // No need to strlen() here: font->RenderText() will do it and may early out. // Pull default font/size from the shared ImDrawListSharedData instance if (font == NULL) @@ -1630,8 +1729,6 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, if (font_size == 0.0f) font_size = _Data->FontSize; - IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. - ImVec4 clip_rect = _CmdHeader.ClipRect; if (cpu_fine_clip_rect) { @@ -1640,47 +1737,47 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z); clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w); } - font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL); + font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, (cpu_fine_clip_rect != NULL) ? ImDrawTextFlags_CpuFineClip : ImDrawTextFlags_None); } void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end) { - AddText(NULL, 0.0f, pos, col, text_begin, text_end); + AddText(_Data->Font, _Data->FontSize, pos, col, text_begin, text_end); } -void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) +void ImDrawList::AddImage(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; - const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + const bool push_texture_id = tex_ref != _CmdHeader.TexRef; if (push_texture_id) - PushTextureID(user_texture_id); + PushTexture(tex_ref); PrimReserve(6, 4); PrimRectUV(p_min, p_max, uv_min, uv_max, col); if (push_texture_id) - PopTextureID(); + PopTexture(); } -void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) +void ImDrawList::AddImageQuad(ImTextureRef tex_ref, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; - const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + const bool push_texture_id = tex_ref != _CmdHeader.TexRef; if (push_texture_id) - PushTextureID(user_texture_id); + PushTexture(tex_ref); PrimReserve(6, 4); PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); if (push_texture_id) - PopTextureID(); + PopTexture(); } -void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) +void ImDrawList::AddImageRounded(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) { if ((col & IM_COL32_A_MASK) == 0) return; @@ -1688,13 +1785,13 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi flags = FixRectCornerFlags(flags); if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { - AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); + AddImage(tex_ref, p_min, p_max, uv_min, uv_max, col); return; } - const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + const bool push_texture_id = tex_ref != _CmdHeader.TexRef; if (push_texture_id) - PushTextureID(user_texture_id); + PushTexture(tex_ref); int vert_start_idx = VtxBuffer.Size; PathRect(p_min, p_max, rounding, flags); @@ -1703,9 +1800,319 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); if (push_texture_id) - PopTextureID(); + PopTexture(); } +//----------------------------------------------------------------------------- +// [SECTION] ImTriangulator, ImDrawList concave polygon fill +//----------------------------------------------------------------------------- +// Triangulate concave polygons. Based on "Triangulation by Ear Clipping" paper, O(N^2) complexity. +// Reference: https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf +// Provided as a convenience for user but not used by main library. +//----------------------------------------------------------------------------- +// - ImTriangulator [Internal] +// - AddConcavePolyFilled() +//----------------------------------------------------------------------------- + +enum ImTriangulatorNodeType +{ + ImTriangulatorNodeType_Convex, + ImTriangulatorNodeType_Ear, + ImTriangulatorNodeType_Reflex +}; + +struct ImTriangulatorNode +{ + ImTriangulatorNodeType Type; + int Index; + ImVec2 Pos; + ImTriangulatorNode* Next; + ImTriangulatorNode* Prev; + + void Unlink() { Next->Prev = Prev; Prev->Next = Next; } +}; + +struct ImTriangulatorNodeSpan +{ + ImTriangulatorNode** Data = NULL; + int Size = 0; + + void push_back(ImTriangulatorNode* node) { Data[Size++] = node; } + void find_erase_unsorted(int idx) { for (int i = Size - 1; i >= 0; i--) if (Data[i]->Index == idx) { Data[i] = Data[Size - 1]; Size--; return; } } +}; + +struct ImTriangulator +{ + static int EstimateTriangleCount(int points_count) { return (points_count < 3) ? 0 : points_count - 2; } + static int EstimateScratchBufferSize(int points_count) { return sizeof(ImTriangulatorNode) * points_count + sizeof(ImTriangulatorNode*) * points_count * 2; } + + void Init(const ImVec2* points, int points_count, void* scratch_buffer); + void GetNextTriangle(unsigned int out_triangle[3]); // Return relative indexes for next triangle + + // Internal functions + void BuildNodes(const ImVec2* points, int points_count); + void BuildReflexes(); + void BuildEars(); + void FlipNodeList(); + bool IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const; + void ReclassifyNode(ImTriangulatorNode* node); + + // Internal members + int _TrianglesLeft = 0; + ImTriangulatorNode* _Nodes = NULL; + ImTriangulatorNodeSpan _Ears; + ImTriangulatorNodeSpan _Reflexes; +}; + +// Distribute storage for nodes, ears and reflexes. +// FIXME-OPT: if everything is convex, we could report it to caller and let it switch to an convex renderer +// (this would require first building reflexes to bail to convex if empty, without even building nodes) +void ImTriangulator::Init(const ImVec2* points, int points_count, void* scratch_buffer) +{ + IM_ASSERT(scratch_buffer != NULL && points_count >= 3); + _TrianglesLeft = EstimateTriangleCount(points_count); + _Nodes = (ImTriangulatorNode*)scratch_buffer; // points_count x Node + _Ears.Data = (ImTriangulatorNode**)(_Nodes + points_count); // points_count x Node* + _Reflexes.Data = (ImTriangulatorNode**)(_Nodes + points_count) + points_count; // points_count x Node* + BuildNodes(points, points_count); + BuildReflexes(); + BuildEars(); +} + +void ImTriangulator::BuildNodes(const ImVec2* points, int points_count) +{ + for (int i = 0; i < points_count; i++) + { + _Nodes[i].Type = ImTriangulatorNodeType_Convex; + _Nodes[i].Index = i; + _Nodes[i].Pos = points[i]; + _Nodes[i].Next = _Nodes + i + 1; + _Nodes[i].Prev = _Nodes + i - 1; + } + _Nodes[0].Prev = _Nodes + points_count - 1; + _Nodes[points_count - 1].Next = _Nodes; +} + +void ImTriangulator::BuildReflexes() +{ + ImTriangulatorNode* n1 = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next) + { + if (ImTriangleIsClockwise(n1->Prev->Pos, n1->Pos, n1->Next->Pos)) + continue; + n1->Type = ImTriangulatorNodeType_Reflex; + _Reflexes.push_back(n1); + } +} + +void ImTriangulator::BuildEars() +{ + ImTriangulatorNode* n1 = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next) + { + if (n1->Type != ImTriangulatorNodeType_Convex) + continue; + if (!IsEar(n1->Prev->Index, n1->Index, n1->Next->Index, n1->Prev->Pos, n1->Pos, n1->Next->Pos)) + continue; + n1->Type = ImTriangulatorNodeType_Ear; + _Ears.push_back(n1); + } +} + +void ImTriangulator::GetNextTriangle(unsigned int out_triangle[3]) +{ + if (_Ears.Size == 0) + { + FlipNodeList(); + + ImTriangulatorNode* node = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, node = node->Next) + node->Type = ImTriangulatorNodeType_Convex; + _Reflexes.Size = 0; + BuildReflexes(); + BuildEars(); + + // If we still don't have ears, it means geometry is degenerated. + if (_Ears.Size == 0) + { + // Return first triangle available, mimicking the behavior of convex fill. + IM_ASSERT(_TrianglesLeft > 0); // Geometry is degenerated + _Ears.Data[0] = _Nodes; + _Ears.Size = 1; + } + } + + ImTriangulatorNode* ear = _Ears.Data[--_Ears.Size]; + out_triangle[0] = ear->Prev->Index; + out_triangle[1] = ear->Index; + out_triangle[2] = ear->Next->Index; + + ear->Unlink(); + if (ear == _Nodes) + _Nodes = ear->Next; + + ReclassifyNode(ear->Prev); + ReclassifyNode(ear->Next); + _TrianglesLeft--; +} + +void ImTriangulator::FlipNodeList() +{ + ImTriangulatorNode* prev = _Nodes; + ImTriangulatorNode* temp = _Nodes; + ImTriangulatorNode* current = _Nodes->Next; + prev->Next = prev; + prev->Prev = prev; + while (current != _Nodes) + { + temp = current->Next; + + current->Next = prev; + prev->Prev = current; + _Nodes->Next = current; + current->Prev = _Nodes; + + prev = current; + current = temp; + } + _Nodes = prev; +} + +// A triangle is an ear is no other vertex is inside it. We can test reflexes vertices only (see reference algorithm) +bool ImTriangulator::IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const +{ + ImTriangulatorNode** p_end = _Reflexes.Data + _Reflexes.Size; + for (ImTriangulatorNode** p = _Reflexes.Data; p < p_end; p++) + { + ImTriangulatorNode* reflex = *p; + if (reflex->Index != i0 && reflex->Index != i1 && reflex->Index != i2) + if (ImTriangleContainsPoint(v0, v1, v2, reflex->Pos)) + return false; + } + return true; +} + +void ImTriangulator::ReclassifyNode(ImTriangulatorNode* n1) +{ + // Classify node + ImTriangulatorNodeType type; + const ImTriangulatorNode* n0 = n1->Prev; + const ImTriangulatorNode* n2 = n1->Next; + if (!ImTriangleIsClockwise(n0->Pos, n1->Pos, n2->Pos)) + type = ImTriangulatorNodeType_Reflex; + else if (IsEar(n0->Index, n1->Index, n2->Index, n0->Pos, n1->Pos, n2->Pos)) + type = ImTriangulatorNodeType_Ear; + else + type = ImTriangulatorNodeType_Convex; + + // Update lists when a type changes + if (type == n1->Type) + return; + if (n1->Type == ImTriangulatorNodeType_Reflex) + _Reflexes.find_erase_unsorted(n1->Index); + else if (n1->Type == ImTriangulatorNodeType_Ear) + _Ears.find_erase_unsorted(n1->Index); + if (type == ImTriangulatorNodeType_Reflex) + _Reflexes.push_back(n1); + else if (type == ImTriangulatorNodeType_Ear) + _Ears.push_back(n1); + n1->Type = type; +} + +// Use ear-clipping algorithm to triangulate a simple polygon (no self-interaction, no holes). +// (Reminder: we don't perform any coarse clipping/culling in ImDrawList layer! +// It is up to caller to ensure not making costly calls that will be outside of visible area. +// As concave fill is noticeably more expensive than other primitives, be mindful of this... +// Caller can build AABB of points, and avoid filling if 'draw_list->_CmdHeader.ClipRect.Overlays(points_bb) == false') +void ImDrawList::AddConcavePolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3 || (col & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + ImTriangulator triangulator; + unsigned int triangle[3]; + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count - 2) * 3 + points_count * 6; + const int vtx_count = (points_count * 2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; + + _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2)); + triangulator.Init(points, points_count, _Data->TempBuffer.Data); + while (triangulator._TrianglesLeft > 0) + { + triangulator.GetNextTriangle(triangle); + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (triangle[0] << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (triangle[1] << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (triangle[2] << 1)); + _IdxWritePtr += 3; + } + + // Compute normals + _Data->TempBuffer.reserve_discard(points_count); + ImVec2* temp_normals = _Data->TempBuffer.Data; + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count - 2) * 3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2)); + triangulator.Init(points, points_count, _Data->TempBuffer.Data); + while (triangulator._TrianglesLeft > 0) + { + triangulator.GetNextTriangle(triangle); + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx + triangle[0]); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + triangle[1]); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + triangle[2]); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} //----------------------------------------------------------------------------- // [SECTION] ImDrawListSplitter @@ -1821,7 +2228,7 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list) // If current command is used with different settings we need to add a new command ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; if (curr_cmd->ElemCount == 0) - ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TexRef, VtxOffset else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) draw_list->AddDrawCmd(); @@ -1847,7 +2254,7 @@ void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) if (curr_cmd == NULL) draw_list->AddDrawCmd(); else if (curr_cmd->ElemCount == 0) - ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TexRef, VtxOffset else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) draw_list->AddDrawCmd(); } @@ -1863,6 +2270,7 @@ void ImDrawData::Clear() CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them. DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f); OwnerViewport = NULL; + Textures = NULL; } // Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list @@ -1899,6 +2307,12 @@ void ImGui::AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector if (sizeof(ImDrawIdx) == 2) IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); + // Resolve callback data pointers + if (draw_list->_CallbacksDataBuf.Size > 0) + for (ImDrawCmd& cmd : draw_list->CmdBuffer) + if (cmd.UserCallback != NULL && cmd.UserCallbackDataOffset != -1 && cmd.UserCallbackDataSize > 0) + cmd.UserCallbackData = draw_list->_CallbacksDataBuf.Data + cmd.UserCallbackDataOffset; + // Add to output list + records state in ImDrawData out_list->push_back(draw_list); draw_data->CmdListsCount++; @@ -1918,17 +2332,16 @@ void ImDrawData::DeIndexAllBuffers() { ImVector new_vtx_buffer; TotalVtxCount = TotalIdxCount = 0; - for (int i = 0; i < CmdListsCount; i++) + for (ImDrawList* draw_list : CmdLists) { - ImDrawList* cmd_list = CmdLists[i]; - if (cmd_list->IdxBuffer.empty()) + if (draw_list->IdxBuffer.empty()) continue; - new_vtx_buffer.resize(cmd_list->IdxBuffer.Size); - for (int j = 0; j < cmd_list->IdxBuffer.Size; j++) - new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]]; - cmd_list->VtxBuffer.swap(new_vtx_buffer); - cmd_list->IdxBuffer.resize(0); - TotalVtxCount += cmd_list->VtxBuffer.Size; + new_vtx_buffer.resize(draw_list->IdxBuffer.Size); + for (int j = 0; j < draw_list->IdxBuffer.Size; j++) + new_vtx_buffer[j] = draw_list->VtxBuffer[draw_list->IdxBuffer[j]]; + draw_list->VtxBuffer.swap(new_vtx_buffer); + draw_list->IdxBuffer.resize(0); + TotalVtxCount += draw_list->VtxBuffer.Size; } } @@ -1995,23 +2408,186 @@ void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int ve } } +void ImGui::ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out) +{ + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->pos = ImRotate(vertex->pos- pivot_in, cos_a, sin_a) + pivot_out; +} + //----------------------------------------------------------------------------- // [SECTION] ImFontConfig //----------------------------------------------------------------------------- +// FIXME-NEWATLAS: Oversample specification could be more dynamic. For now, favoring automatic selection. ImFontConfig::ImFontConfig() { - memset(this, 0, sizeof(*this)); + memset((void*)this, 0, sizeof(*this)); FontDataOwnedByAtlas = true; - OversampleH = 2; - OversampleV = 1; + OversampleH = 0; // Auto == 1 or 2 depending on size + OversampleV = 0; // Auto == 1 + ExtraSizeScale = 1.0f; GlyphMaxAdvanceX = FLT_MAX; RasterizerMultiply = 1.0f; - EllipsisChar = (ImWchar)-1; + RasterizerDensity = 1.0f; + EllipsisChar = 0; } //----------------------------------------------------------------------------- -// [SECTION] ImFontAtlas +// [SECTION] ImTextureData +//----------------------------------------------------------------------------- +// - ImTextureData::Create() +// - ImTextureData::DestroyPixels() +//----------------------------------------------------------------------------- + +int ImTextureDataGetFormatBytesPerPixel(ImTextureFormat format) +{ + switch (format) + { + case ImTextureFormat_Alpha8: return 1; + case ImTextureFormat_RGBA32: return 4; + } + IM_ASSERT(0); + return 0; +} + +const char* ImTextureDataGetStatusName(ImTextureStatus status) +{ + switch (status) + { + case ImTextureStatus_OK: return "OK"; + case ImTextureStatus_Destroyed: return "Destroyed"; + case ImTextureStatus_WantCreate: return "WantCreate"; + case ImTextureStatus_WantUpdates: return "WantUpdates"; + case ImTextureStatus_WantDestroy: return "WantDestroy"; + } + return "N/A"; +} + +const char* ImTextureDataGetFormatName(ImTextureFormat format) +{ + switch (format) + { + case ImTextureFormat_Alpha8: return "Alpha8"; + case ImTextureFormat_RGBA32: return "RGBA32"; + } + return "N/A"; +} + +void ImTextureData::Create(ImTextureFormat format, int w, int h) +{ + IM_ASSERT(Status == ImTextureStatus_Destroyed); + DestroyPixels(); + Format = format; + Status = ImTextureStatus_WantCreate; + Width = w; + Height = h; + BytesPerPixel = ImTextureDataGetFormatBytesPerPixel(format); + UseColors = false; + Pixels = (unsigned char*)IM_ALLOC(Width * Height * BytesPerPixel); + IM_ASSERT(Pixels != NULL); + memset(Pixels, 0, Width * Height * BytesPerPixel); + UsedRect.x = UsedRect.y = UsedRect.w = UsedRect.h = 0; + UpdateRect.x = UpdateRect.y = (unsigned short)~0; + UpdateRect.w = UpdateRect.h = 0; +} + +void ImTextureData::DestroyPixels() +{ + if (Pixels) + IM_FREE(Pixels); + Pixels = NULL; + UseColors = false; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas, ImFontAtlasBuilder +//----------------------------------------------------------------------------- +// - Default texture data encoded in ASCII +// - ImFontAtlas() +// - ImFontAtlas::Clear() +// - ImFontAtlas::CompactCache() +// - ImFontAtlas::ClearInputData() +// - ImFontAtlas::ClearTexData() +// - ImFontAtlas::ClearFonts() +//----------------------------------------------------------------------------- +// - ImFontAtlasUpdateNewFrame() +// - ImFontAtlasTextureBlockConvert() +// - ImFontAtlasTextureBlockPostProcess() +// - ImFontAtlasTextureBlockPostProcessMultiply() +// - ImFontAtlasTextureBlockFill() +// - ImFontAtlasTextureBlockCopy() +// - ImFontAtlasTextureBlockQueueUpload() +//----------------------------------------------------------------------------- +// - ImFontAtlas::GetTexDataAsAlpha8() [legacy] +// - ImFontAtlas::GetTexDataAsRGBA32() [legacy] +// - ImFontAtlas::Build() [legacy] +//----------------------------------------------------------------------------- +// - ImFontAtlas::AddFont() +// - ImFontAtlas::AddFontDefault() +// - ImFontAtlas::AddFontDefaultBitmap() +// - ImFontAtlas::AddFontDefaultVector() +// - ImFontAtlas::AddFontFromFileTTF() +// - ImFontAtlas::AddFontFromMemoryTTF() +// - ImFontAtlas::AddFontFromMemoryCompressedTTF() +// - ImFontAtlas::AddFontFromMemoryCompressedBase85TTF() +// - ImFontAtlas::RemoveFont() +// - ImFontAtlasBuildNotifySetFont() +//----------------------------------------------------------------------------- +// - ImFontAtlas::AddCustomRect() +// - ImFontAtlas::RemoveCustomRect() +// - ImFontAtlas::GetCustomRect() +// - ImFontAtlas::AddCustomRectFontGlyph() [legacy] +// - ImFontAtlas::AddCustomRectFontGlyphForSize() [legacy] +// - ImFontAtlasGetMouseCursorTexData() +//----------------------------------------------------------------------------- +// - ImFontAtlasBuildMain() +// - ImFontAtlasBuildSetupFontLoader() +// - ImFontAtlasBuildPreloadAllGlyphRanges() +// - ImFontAtlasBuildUpdatePointers() +// - ImFontAtlasBuildRenderBitmapFromString() +// - ImFontAtlasBuildUpdateBasicTexData() +// - ImFontAtlasBuildUpdateLinesTexData() +// - ImFontAtlasBuildAddFont() +// - ImFontAtlasBuildSetupFontBakedEllipsis() +// - ImFontAtlasBuildSetupFontBakedBlanks() +// - ImFontAtlasBuildSetupFontBakedFallback() +// - ImFontAtlasBuildSetupFontSpecialGlyphs() +// - ImFontAtlasBuildDiscardBakes() +// - ImFontAtlasBuildDiscardFontBakedGlyph() +// - ImFontAtlasBuildDiscardFontBaked() +// - ImFontAtlasBuildDiscardFontBakes() +//----------------------------------------------------------------------------- +// - ImFontAtlasAddDrawListSharedData() +// - ImFontAtlasRemoveDrawListSharedData() +// - ImFontAtlasUpdateDrawListsTextures() +// - ImFontAtlasUpdateDrawListsSharedData() +//----------------------------------------------------------------------------- +// - ImFontAtlasBuildSetTexture() +// - ImFontAtlasBuildAddTexture() +// - ImFontAtlasBuildMakeSpace() +// - ImFontAtlasBuildRepackTexture() +// - ImFontAtlasBuildGrowTexture() +// - ImFontAtlasBuildRepackOrGrowTexture() +// - ImFontAtlasBuildGetTextureSizeEstimate() +// - ImFontAtlasBuildCompactTexture() +// - ImFontAtlasBuildInit() +// - ImFontAtlasBuildDestroy() +//----------------------------------------------------------------------------- +// - ImFontAtlasPackInit() +// - ImFontAtlasPackAllocRectEntry() +// - ImFontAtlasPackReuseRectEntry() +// - ImFontAtlasPackDiscardRect() +// - ImFontAtlasPackAddRect() +// - ImFontAtlasPackGetRect() +//----------------------------------------------------------------------------- +// - ImFontBaked_BuildGrowIndex() +// - ImFontBaked_BuildLoadGlyph() +// - ImFontBaked_BuildLoadGlyphAdvanceX() +// - ImFontAtlasDebugLogTextureRequests() +//----------------------------------------------------------------------------- +// - ImFontAtlasGetFontLoaderForStbTruetype() //----------------------------------------------------------------------------- // A work of art lies ahead! (. = white layer, X = black layer, others are blank) @@ -2061,146 +2637,478 @@ static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3 { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand + { ImVec2(0,3), ImVec2(12,19), ImVec2(0, 0) }, // ImGuiMouseCursor_Wait // Arrow + custom code in ImGui::RenderMouseCursor() + { ImVec2(0,3), ImVec2(12,19), ImVec2(0, 0) }, // ImGuiMouseCursor_Progress // Arrow + custom code in ImGui::RenderMouseCursor() { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed }; +#define IM_FONTGLYPH_INDEX_UNUSED ((ImU16)-1) // 0xFFFF +#define IM_FONTGLYPH_INDEX_NOT_FOUND ((ImU16)-2) // 0xFFFE + ImFontAtlas::ImFontAtlas() { - memset(this, 0, sizeof(*this)); + memset((void*)this, 0, sizeof(*this)); + TexDesiredFormat = ImTextureFormat_RGBA32; TexGlyphPadding = 1; - PackIdMouseCursors = PackIdLines = -1; + TexMinWidth = 512; + TexMinHeight = 128; + TexMaxWidth = 8192; + TexMaxHeight = 8192; + TexRef._TexID = ImTextureID_Invalid; + RendererHasTextures = false; // Assumed false by default, as apps can call e.g Atlas::Build() after backend init and before ImGui can update. + TexNextUniqueID = 1; + FontNextUniqueID = 1; + Builder = NULL; } ImFontAtlas::~ImFontAtlas() { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - Clear(); -} - -void ImFontAtlas::ClearInputData() -{ - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - for (ImFontConfig& font_cfg : ConfigData) - if (font_cfg.FontData && font_cfg.FontDataOwnedByAtlas) - { - IM_FREE(font_cfg.FontData); - font_cfg.FontData = NULL; - } - - // When clearing this we lose access to the font name and other information used to build the font. - for (ImFont* font : Fonts) - if (font->ConfigData >= ConfigData.Data && font->ConfigData < ConfigData.Data + ConfigData.Size) - { - font->ConfigData = NULL; - font->ConfigDataCount = 0; - } - ConfigData.clear(); - CustomRects.clear(); - PackIdMouseCursors = PackIdLines = -1; - // Important: we leave TexReady untouched -} - -void ImFontAtlas::ClearTexData() -{ - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - if (TexPixelsAlpha8) - IM_FREE(TexPixelsAlpha8); - if (TexPixelsRGBA32) - IM_FREE(TexPixelsRGBA32); - TexPixelsAlpha8 = NULL; - TexPixelsRGBA32 = NULL; - TexPixelsUseColors = false; - // Important: we leave TexReady untouched -} - -void ImFontAtlas::ClearFonts() -{ - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - Fonts.clear_delete(); - TexReady = false; -} - -void ImFontAtlas::Clear() -{ - ClearInputData(); - ClearTexData(); + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + RendererHasTextures = false; // Full Clear() is supported, but ClearTexData() only isn't. ClearFonts(); + ClearTexData(); + TexList.clear_delete(); + TexData = NULL; } -void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +// If you call this mid-frame, you would need to add new font and bind them! +void ImFontAtlas::Clear() { - // Build atlas on demand - if (TexPixelsAlpha8 == NULL) - Build(); - - *out_pixels = TexPixelsAlpha8; - if (out_width) *out_width = TexWidth; - if (out_height) *out_height = TexHeight; - if (out_bytes_per_pixel) *out_bytes_per_pixel = 1; + bool backup_renderer_has_textures = RendererHasTextures; + RendererHasTextures = false; // Full Clear() is supported, but ClearTexData() only isn't. + ClearFonts(); + ClearTexData(); + RendererHasTextures = backup_renderer_has_textures; } -void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +void ImFontAtlas::CompactCache() { - // Convert to RGBA32 format on demand - // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp - if (!TexPixelsRGBA32) + ImFontAtlasTextureCompact(this); +} + +void ImFontAtlas::SetFontLoader(const ImFontLoader* font_loader) +{ + ImFontAtlasBuildSetupFontLoader(this, font_loader); +} + +void ImFontAtlas::ClearInputData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + + for (ImFont* font : Fonts) + ImFontAtlasFontDestroyOutput(this, font); + for (ImFontConfig& font_cfg : Sources) + ImFontAtlasFontDestroySourceData(this, &font_cfg); + for (ImFont* font : Fonts) { - unsigned char* pixels = NULL; - GetTexDataAsAlpha8(&pixels, NULL, NULL); - if (pixels) + // When clearing this we lose access to the font name and other information used to build the font. + font->Sources.clear(); + font->Flags |= ImFontFlags_NoLoadGlyphs; + } + Sources.clear(); +} + +// Clear CPU-side copy of the texture data. +void ImFontAtlas::ClearTexData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + IM_ASSERT(RendererHasTextures == false && "Not supported for dynamic atlases, but you may call Clear()."); + for (ImTextureData* tex : TexList) + tex->DestroyPixels(); + //Locked = true; // Hoped to be able to lock this down but some reload patterns may not be happy with it. +} + +void ImFontAtlas::ClearFonts() +{ + // FIXME-NEWATLAS: Illegal to remove currently bound font. + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + for (ImFont* font : Fonts) + ImFontAtlasBuildNotifySetFont(this, font, NULL); + ImFontAtlasBuildDestroy(this); + ClearInputData(); + Fonts.clear_delete(); + TexIsBuilt = false; + for (ImDrawListSharedData* shared_data : DrawListSharedDatas) + if (shared_data->FontAtlas == this) { - TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); - const unsigned char* src = pixels; - unsigned int* dst = TexPixelsRGBA32; - for (int n = TexWidth * TexHeight; n > 0; n--) - *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++)); + shared_data->Font = NULL; + shared_data->FontScale = shared_data->FontSize = 0.0f; } +} + +static void ImFontAtlasBuildUpdateRendererHasTexturesFromContext(ImFontAtlas* atlas) +{ + // [LEGACY] Copy back the ImGuiBackendFlags_RendererHasTextures flag from ImGui context. + // - This is the 1% exceptional case where that dependency if useful, to bypass an issue where otherwise at the + // time of an early call to Build(), it would be impossible for us to tell if the backend supports texture update. + // - Without this hack, we would have quite a pitfall as many legacy codebases have an early call to Build(). + // Whereas conversely, the portion of people using ImDrawList without ImGui is expected to be pathologically rare. + for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas) + if (ImGuiContext* imgui_ctx = shared_data->Context) + { + atlas->RendererHasTextures = (imgui_ctx->IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) != 0; + break; + } +} + +// Called by NewFrame() for atlases owned by a context. +// If you manually manage font atlases, you'll need to call this yourself. +// - 'frame_count' needs to be provided because we can gc/prioritize baked fonts based on their age. +// - 'frame_count' may not match those of all imgui contexts using this atlas, as contexts may be updated as different frequencies. But generally you can use ImGui::GetFrameCount() on one of your context. +void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool renderer_has_textures) +{ + IM_ASSERT(atlas->Builder == NULL || atlas->Builder->FrameCount < frame_count); // Protection against being called twice. + atlas->RendererHasTextures = renderer_has_textures; + + // Check that font atlas was built or backend support texture reload in which case we can build now + if (atlas->RendererHasTextures) + { + atlas->TexIsBuilt = true; + if (atlas->Builder == NULL) // This will only happen if fonts were not already loaded. + ImFontAtlasBuildMain(atlas); + } + // Legacy backend + if (!atlas->RendererHasTextures) + IM_ASSERT_USER_ERROR(atlas->TexIsBuilt, "Backend does not support ImGuiBackendFlags_RendererHasTextures, and font atlas is not built! Update backend OR make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()."); + if (atlas->TexIsBuilt && atlas->Builder->PreloadedAllGlyphsRanges) + IM_ASSERT_USER_ERROR(atlas->RendererHasTextures == false, "Called ImFontAtlas::Build() before ImGuiBackendFlags_RendererHasTextures got set! With new backends: you don't need to call Build()."); + + // Clear BakedCurrent cache, this is important because it ensure the uncached path gets taken once. + // We also rely on ImFontBaked* pointers never crossing frames. + ImFontAtlasBuilder* builder = atlas->Builder; + builder->FrameCount = frame_count; + for (ImFont* font : atlas->Fonts) + font->LastBaked = NULL; + + // Garbage collect BakedPool + if (builder->BakedDiscardedCount > 0) + { + int dst_n = 0, src_n = 0; + for (; src_n < builder->BakedPool.Size; src_n++) + { + ImFontBaked* p_src = &builder->BakedPool[src_n]; + if (p_src->WantDestroy) + continue; + ImFontBaked* p_dst = &builder->BakedPool[dst_n++]; + if (p_dst == p_src) + continue; + memcpy(p_dst, p_src, sizeof(ImFontBaked)); + builder->BakedMap.SetVoidPtr(p_dst->BakedId, p_dst); + } + IM_ASSERT(dst_n + builder->BakedDiscardedCount == src_n); + builder->BakedPool.Size -= builder->BakedDiscardedCount; + builder->BakedDiscardedCount = 0; } - *out_pixels = (unsigned char*)TexPixelsRGBA32; - if (out_width) *out_width = TexWidth; - if (out_height) *out_height = TexHeight; - if (out_bytes_per_pixel) *out_bytes_per_pixel = 4; + // Update texture status + for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++) + { + ImTextureData* tex = atlas->TexList[tex_n]; + bool remove_from_list = false; + if (tex->Status == ImTextureStatus_OK) + { + tex->Updates.resize(0); + tex->UpdateRect.x = tex->UpdateRect.y = (unsigned short)~0; + tex->UpdateRect.w = tex->UpdateRect.h = 0; + } + if (tex->Status == ImTextureStatus_WantCreate && atlas->RendererHasTextures) + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && "Backend set texture's TexID/BackendUserData but did not update Status to OK."); + + // Request destroy + // - Keep bool to true in order to differentiate a planned destroy vs a destroy decided by the backend. + // - We don't destroy pixels right away, as backend may have an in-flight copy from RAM. + if (tex->WantDestroyNextFrame && tex->Status != ImTextureStatus_Destroyed && tex->Status != ImTextureStatus_WantDestroy) + { + IM_ASSERT(tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates); + tex->Status = ImTextureStatus_WantDestroy; + } + + // If a texture has never reached the backend, they don't need to know about it. + // (note: backends between 1.92.0 and 1.92.4 could set an already destroyed texture to ImTextureStatus_WantDestroy + // when invalidating graphics objects twice, which would previously remove it from the list and crash.) + if (tex->Status == ImTextureStatus_WantDestroy && tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL) + tex->Status = ImTextureStatus_Destroyed; + + // Process texture being destroyed + if (tex->Status == ImTextureStatus_Destroyed) + { + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && "Backend set texture Status to Destroyed but did not clear TexID/BackendUserData!"); + if (tex->WantDestroyNextFrame) + remove_from_list = true; // Destroy was scheduled by us + else + tex->Status = ImTextureStatus_WantCreate; // Destroy was done was backend: recreate it (e.g. freed resources mid-run) + } + + // The backend may need defer destroying by a few frames, to handle texture used by previous in-flight rendering. + // We allow the texture staying in _WantDestroy state and increment a counter which the backend can use to take its decision. + if (tex->Status == ImTextureStatus_WantDestroy) + tex->UnusedFrames++; + + // Destroy and remove + if (remove_from_list) + { + IM_ASSERT(atlas->TexData != tex); + tex->DestroyPixels(); + IM_DELETE(tex); + atlas->TexList.erase(atlas->TexList.begin() + tex_n); + tex_n--; + } + } } -ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) +void ImFontAtlasTextureBlockConvert(const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch, unsigned char* dst_pixels, ImTextureFormat dst_fmt, int dst_pitch, int w, int h) { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0); - IM_ASSERT(font_cfg->SizePixels > 0.0f); + IM_ASSERT(src_pixels != NULL && dst_pixels != NULL); + if (src_fmt == dst_fmt) + { + int line_sz = w * ImTextureDataGetFormatBytesPerPixel(src_fmt); + for (int ny = h; ny > 0; ny--, src_pixels += src_pitch, dst_pixels += dst_pitch) + memcpy(dst_pixels, src_pixels, line_sz); + } + else if (src_fmt == ImTextureFormat_Alpha8 && dst_fmt == ImTextureFormat_RGBA32) + { + for (int ny = h; ny > 0; ny--, src_pixels += src_pitch, dst_pixels += dst_pitch) + { + const ImU8* src_p = (const ImU8*)src_pixels; + ImU32* dst_p = (ImU32*)(void*)dst_pixels; + for (int nx = w; nx > 0; nx--) + *dst_p++ = IM_COL32(255, 255, 255, (unsigned int)(*src_p++)); + } + } + else if (src_fmt == ImTextureFormat_RGBA32 && dst_fmt == ImTextureFormat_Alpha8) + { + for (int ny = h; ny > 0; ny--, src_pixels += src_pitch, dst_pixels += dst_pitch) + { + const ImU32* src_p = (const ImU32*)(void*)src_pixels; + ImU8* dst_p = (ImU8*)dst_pixels; + for (int nx = w; nx > 0; nx--) + *dst_p++ = ((*src_p++) >> IM_COL32_A_SHIFT) & 0xFF; + } + } + else + { + IM_ASSERT(0); + } +} + +// Source buffer may be written to (used for in-place mods). +// Post-process hooks may eventually be added here. +void ImFontAtlasTextureBlockPostProcess(ImFontAtlasPostProcessData* data) +{ + // Multiply operator (legacy) + if (data->FontSrc->RasterizerMultiply != 1.0f) + ImFontAtlasTextureBlockPostProcessMultiply(data, data->FontSrc->RasterizerMultiply); +} + +void ImFontAtlasTextureBlockPostProcessMultiply(ImFontAtlasPostProcessData* data, float multiply_factor) +{ + unsigned char* pixels = (unsigned char*)data->Pixels; + int pitch = data->Pitch; + if (data->Format == ImTextureFormat_Alpha8) + { + for (int ny = data->Height; ny > 0; ny--, pixels += pitch) + { + ImU8* p = (ImU8*)pixels; + for (int nx = data->Width; nx > 0; nx--, p++) + { + unsigned int v = ImMin((unsigned int)(*p * multiply_factor), (unsigned int)255); + *p = (unsigned char)v; + } + } + } + else if (data->Format == ImTextureFormat_RGBA32) //-V547 + { + for (int ny = data->Height; ny > 0; ny--, pixels += pitch) + { + ImU32* p = (ImU32*)(void*)pixels; + for (int nx = data->Width; nx > 0; nx--, p++) + { + unsigned int a = ImMin((unsigned int)(((*p >> IM_COL32_A_SHIFT) & 0xFF) * multiply_factor), (unsigned int)255); + *p = IM_COL32((*p >> IM_COL32_R_SHIFT) & 0xFF, (*p >> IM_COL32_G_SHIFT) & 0xFF, (*p >> IM_COL32_B_SHIFT) & 0xFF, a); + } + } + } + else + { + IM_ASSERT(0); + } +} + +// Fill with single color. We don't use this directly but it is convenient for anyone working on uploading custom rects. +void ImFontAtlasTextureBlockFill(ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h, ImU32 col) +{ + if (dst_tex->Format == ImTextureFormat_Alpha8) + { + ImU8 col_a = (col >> IM_COL32_A_SHIFT) & 0xFF; + for (int y = 0; y < h; y++) + memset((ImU8*)dst_tex->GetPixelsAt(dst_x, dst_y + y), col_a, w); + } + else + { + for (int y = 0; y < h; y++) + { + ImU32* p = (ImU32*)(void*)dst_tex->GetPixelsAt(dst_x, dst_y + y); + for (int x = w; x > 0; x--, p++) + *p = col; + } + } +} + +// Copy block from one texture to another +void ImFontAtlasTextureBlockCopy(ImTextureData* src_tex, int src_x, int src_y, ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h) +{ + IM_ASSERT(src_tex->Pixels != NULL && dst_tex->Pixels != NULL); + IM_ASSERT(src_tex->Format == dst_tex->Format); + IM_ASSERT(src_x >= 0 && src_x + w <= src_tex->Width); + IM_ASSERT(src_y >= 0 && src_y + h <= src_tex->Height); + IM_ASSERT(dst_x >= 0 && dst_x + w <= dst_tex->Width); + IM_ASSERT(dst_y >= 0 && dst_y + h <= dst_tex->Height); + for (int y = 0; y < h; y++) + memcpy(dst_tex->GetPixelsAt(dst_x, dst_y + y), src_tex->GetPixelsAt(src_x, src_y + y), w * dst_tex->BytesPerPixel); +} + +// Queue texture block update for renderer backend +void ImFontAtlasTextureBlockQueueUpload(ImFontAtlas* atlas, ImTextureData* tex, int x, int y, int w, int h) +{ + IM_ASSERT(tex->Status != ImTextureStatus_WantDestroy && tex->Status != ImTextureStatus_Destroyed); + IM_ASSERT(x >= 0 && x <= 0xFFFF && y >= 0 && y <= 0xFFFF && w >= 0 && x + w <= 0x10000 && h >= 0 && y + h <= 0x10000); + IM_UNUSED(atlas); + + ImTextureRect req = { (unsigned short)x, (unsigned short)y, (unsigned short)w, (unsigned short)h }; + int new_x1 = ImMax(tex->UpdateRect.w == 0 ? 0 : tex->UpdateRect.x + tex->UpdateRect.w, req.x + req.w); + int new_y1 = ImMax(tex->UpdateRect.h == 0 ? 0 : tex->UpdateRect.y + tex->UpdateRect.h, req.y + req.h); + tex->UpdateRect.x = ImMin(tex->UpdateRect.x, req.x); + tex->UpdateRect.y = ImMin(tex->UpdateRect.y, req.y); + tex->UpdateRect.w = (unsigned short)(new_x1 - tex->UpdateRect.x); + tex->UpdateRect.h = (unsigned short)(new_y1 - tex->UpdateRect.y); + tex->UsedRect.x = ImMin(tex->UsedRect.x, req.x); + tex->UsedRect.y = ImMin(tex->UsedRect.y, req.y); + tex->UsedRect.w = (unsigned short)(ImMax(tex->UsedRect.x + tex->UsedRect.w, req.x + req.w) - tex->UsedRect.x); + tex->UsedRect.h = (unsigned short)(ImMax(tex->UsedRect.y + tex->UsedRect.h, req.y + req.h) - tex->UsedRect.y); + atlas->TexIsBuilt = false; + + // No need to queue if status is == ImTextureStatus_WantCreate + if (tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantUpdates) + { + tex->Status = ImTextureStatus_WantUpdates; + tex->Updates.push_back(req); + } +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +static void GetTexDataAsFormat(ImFontAtlas* atlas, ImTextureFormat format, unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + ImTextureData* tex = atlas->TexData; + if (!atlas->TexIsBuilt || tex == NULL || tex->Pixels == NULL || atlas->TexDesiredFormat != format) + { + atlas->TexDesiredFormat = format; + atlas->Build(); + tex = atlas->TexData; + } + if (out_pixels) { *out_pixels = (unsigned char*)tex->Pixels; }; + if (out_width) { *out_width = tex->Width; }; + if (out_height) { *out_height = tex->Height; }; + if (out_bytes_per_pixel) { *out_bytes_per_pixel = tex->BytesPerPixel; } +} + +void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + GetTexDataAsFormat(this, ImTextureFormat_Alpha8, out_pixels, out_width, out_height, out_bytes_per_pixel); +} + +void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + GetTexDataAsFormat(this, ImTextureFormat_RGBA32, out_pixels, out_width, out_height, out_bytes_per_pixel); +} + +bool ImFontAtlas::Build() +{ + ImFontAtlasBuildMain(this); + return true; +} +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg_in) +{ + // Sanity Checks + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + IM_ASSERT((font_cfg_in->FontData != NULL && font_cfg_in->FontDataSize > 0) || (font_cfg_in->FontLoader != NULL)); + //IM_ASSERT(font_cfg_in->SizePixels > 0.0f && "Is ImFontConfig struct correctly initialized?"); + IM_ASSERT(font_cfg_in->RasterizerDensity > 0.0f && "Is ImFontConfig struct correctly initialized?"); + if (font_cfg_in->GlyphOffset.x != 0.0f || font_cfg_in->GlyphOffset.y != 0.0f || font_cfg_in->GlyphMinAdvanceX != 0.0f || font_cfg_in->GlyphMaxAdvanceX != FLT_MAX) + IM_ASSERT(font_cfg_in->SizePixels != 0.0f && "Specifying glyph offset/advances requires a reference size to base it on."); + + // Lazily create builder on the first call to AddFont + if (Builder == NULL) + ImFontAtlasBuildInit(this); // Create new font - if (!font_cfg->MergeMode) - Fonts.push_back(IM_NEW(ImFont)); - else - IM_ASSERT(!Fonts.empty() && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. - - ConfigData.push_back(*font_cfg); - ImFontConfig& new_font_cfg = ConfigData.back(); - if (new_font_cfg.DstFont == NULL) - new_font_cfg.DstFont = Fonts.back(); - if (!new_font_cfg.FontDataOwnedByAtlas) + const bool is_first_font = (Fonts.Size == 0); + ImFont* font; + if (!font_cfg_in->MergeMode) { - new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); - new_font_cfg.FontDataOwnedByAtlas = true; - memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); + font = IM_NEW(ImFont)(); + font->FontId = FontNextUniqueID++; + font->Flags = font_cfg_in->Flags; + font->LegacySize = font_cfg_in->SizePixels; + font->CurrentRasterizerDensity = font_cfg_in->RasterizerDensity; + Fonts.push_back(font); + } + else + { + IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. + font = font_cfg_in->DstFont ? font_cfg_in->DstFont : Fonts.back(); + ImFontAtlasFontDiscardBakes(this, font, 0); // Need to discard bakes if the font was already used, because baked->FontLoaderDatas[] will change size. (#9162) } - if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1) - new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar; + // Add to list + Sources.push_back(*font_cfg_in); + ImFontConfig* font_cfg = &Sources.back(); + if (font_cfg->DstFont == NULL) + font_cfg->DstFont = font; + font->Sources.push_back(font_cfg); + ImFontAtlasBuildUpdatePointers(this); // Pointers to Sources are otherwise dangling after we called Sources.push_back(). - ImFontAtlasUpdateConfigDataPointers(this); + // Sanity check + // We don't round cfg.SizePixels yet as relative size of merged fonts are used afterwards. + if (font_cfg->GlyphExcludeRanges != NULL) + { + int size = 0; + for (const ImWchar* p = font_cfg->GlyphExcludeRanges; p[0] != 0; p++, size++) {} + IM_ASSERT((size & 1) == 0 && "GlyphExcludeRanges[] size must be multiple of two!"); + IM_ASSERT((size <= 64) && "GlyphExcludeRanges[] size must be small!"); + font_cfg->GlyphExcludeRanges = (ImWchar*)ImMemdup(font_cfg->GlyphExcludeRanges, sizeof(font_cfg->GlyphExcludeRanges[0]) * (size + 1)); + } + if (font_cfg->FontLoader != NULL) + { + IM_ASSERT(font_cfg->FontLoader->FontBakedLoadGlyph != NULL); + IM_ASSERT(font_cfg->FontLoader->LoaderInit == NULL && font_cfg->FontLoader->LoaderShutdown == NULL); // FIXME-NEWATLAS: Unsupported yet. + } + IM_ASSERT(font_cfg->FontLoaderData == NULL); - // Invalidate texture - TexReady = false; - ClearTexData(); - return new_font_cfg.DstFont; + if (!ImFontAtlasFontSourceInit(this, font_cfg)) + { + // Rollback (this is a fragile/rarely exercised code-path. TestSuite's "misc_atlas_add_invalid_font" aim to test this) + ImFontAtlasFontDestroySourceData(this, font_cfg); + Sources.pop_back(); + font->Sources.pop_back(); + if (!font_cfg->MergeMode) + { + IM_DELETE(font); + Fonts.pop_back(); + } + return NULL; + } + ImFontAtlasFontSourceAddToFont(this, font, font_cfg); + + if (is_first_font) + ImFontAtlasBuildNotifySetFont(this, NULL, font); + return font; } // Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) static unsigned int stb_decompress_length(const unsigned char* input); static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length); -static const char* GetDefaultCompressedFontDataTTFBase85(); static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } static void Decode85(const unsigned char* src, unsigned char* dst) { @@ -2212,54 +3120,107 @@ static void Decode85(const unsigned char* src, unsigned char* dst) dst += 4; } } +#ifndef IMGUI_DISABLE_DEFAULT_FONT +static const char* GetDefaultCompressedFontDataProggyClean(int* out_size); +static const char* GetDefaultCompressedFontDataProggyForever(int* out_size); +#endif -// Load embedded ProggyClean.ttf at size 13, disable oversampling -ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) +// This duplicates some of the logic in UpdateFontsNewFrame() which is a bit chicken-and-eggy/tricky to extract due to variety of codepaths and possible initialization ordering. +static float GetExpectedContextFontSize(ImGuiContext* ctx) { + return ((ctx->Style.FontSizeBase > 0.0f) ? ctx->Style.FontSizeBase : 13.0f) * ctx->Style.FontScaleMain * ctx->Style.FontScaleDpi; +} + +// Legacy function with heuristic to select Pixel or Vector font. +// The selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold at the time of adding the default font. +// Prefer calling AddFontDefaultVector() or AddFontDefaultBitmap() based on your own logic. +ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg) +{ + if (OwnerContext == NULL || GetExpectedContextFontSize(OwnerContext) >= 15.0f) + return AddFontDefaultVector(font_cfg); + else + return AddFontDefaultBitmap(font_cfg); +} + +// Load embedded ProggyClean.ttf. Default size 13, disable oversampling. +// If you want a similar font which may be better scaled, consider using AddFontDefaultVector(). +ImFont* ImFontAtlas::AddFontDefaultBitmap(const ImFontConfig* font_cfg_template) +{ +#ifndef IMGUI_DISABLE_DEFAULT_FONT ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); if (!font_cfg_template) - { - font_cfg.OversampleH = font_cfg.OversampleV = 1; - font_cfg.PixelSnapH = true; - } + font_cfg.PixelSnapH = true; // Prevents sub-integer scaling factors at lower-level layers. if (font_cfg.SizePixels <= 0.0f) - font_cfg.SizePixels = 13.0f * 1.0f; + font_cfg.SizePixels = 13.0f; // This only serves (1) as a reference for GlyphOffset.y setting and (2) as a default for pre-1.92 backend. if (font_cfg.Name[0] == '\0') - ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); + ImFormatString(font_cfg.Name, IM_COUNTOF(font_cfg.Name), "ProggyClean.ttf"); font_cfg.EllipsisChar = (ImWchar)0x0085; - font_cfg.GlyphOffset.y = 1.0f * IM_FLOOR(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units + font_cfg.GlyphOffset.y += 1.0f * (font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units - const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); - const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); - ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges); - return font; + int ttf_compressed_size = 0; + const char* ttf_compressed = GetDefaultCompressedFontDataProggyClean(&ttf_compressed_size); + return AddFontFromMemoryCompressedTTF(ttf_compressed, ttf_compressed_size, font_cfg.SizePixels, &font_cfg); +#else + IM_ASSERT(0 && "Function is disabled in this build."); + IM_UNUSED(font_cfg_template); + return NULL; +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT +} + +// Load a minimal version of ProggyForever, designed to match our good old ProggyClean, but nicely scalable. +// (See build script in https://github.com/ocornut/proggyforever for details) +ImFont* ImFontAtlas::AddFontDefaultVector(const ImFontConfig* font_cfg_template) +{ +#ifndef IMGUI_DISABLE_DEFAULT_FONT + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (!font_cfg_template) + font_cfg.PixelSnapH = true; // Precisely match ProggyClean, but prevents sub-integer scaling factors at lower-level layers. + if (font_cfg.SizePixels <= 0.0f) + font_cfg.SizePixels = 13.0f; + if (font_cfg.Name[0] == '\0') + ImFormatString(font_cfg.Name, IM_COUNTOF(font_cfg.Name), "ProggyForever.ttf"); + font_cfg.ExtraSizeScale *= 1.015f; // Match ProggyClean + font_cfg.GlyphOffset.y += 0.5f * (font_cfg.SizePixels / 16.0f); // Closer match ProggyClean + avoid descenders going too high (with current code). + + int ttf_compressed_size = 0; + const char* ttf_compressed = GetDefaultCompressedFontDataProggyForever(&ttf_compressed_size); + return AddFontFromMemoryCompressedTTF(ttf_compressed, ttf_compressed_size, font_cfg.SizePixels, &font_cfg); +#else + IM_ASSERT(0 && "Function is disabled in this build."); + IM_UNUSED(font_cfg_template); + return NULL; +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT } ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); size_t data_size = 0; void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); if (!data) { - IM_ASSERT_USER_ERROR(0, "Could not load font file!"); + if (font_cfg_template == NULL || (font_cfg_template->Flags & ImFontFlags_NoLoadError) == 0) + { + IMGUI_DEBUG_LOG("While loading '%s'\n", filename); + IM_ASSERT_USER_ERROR(0, "Could not load font file!"); + } return NULL; } ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); if (font_cfg.Name[0] == '\0') { - // Store a short copy of filename into into the font name for convenience + // Store a short copy of filename into the font name for convenience const char* p; - for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} - ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); + for (p = filename + ImStrlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} + ImFormatString(font_cfg.Name, IM_COUNTOF(font_cfg.Name), "%s", p); } return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges); } -// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build(). +// NB: Transfer ownership of 'font_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build(). ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); IM_ASSERT(font_cfg.FontData == NULL); IM_ASSERT(font_data_size > 100 && "Incorrect value for font_data_size!"); // Heuristic to prevent accidentally passing a wrong value to font_data_size. @@ -2285,7 +3246,7 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_d ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) { - int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4; + int compressed_ttf_size = (((int)ImStrlen(compressed_ttf_data_base85) + 4) / 5) * 4; void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); @@ -2293,642 +3254,1585 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed return font; } -int ImFontAtlas::AddCustomRectRegular(int width, int height) +// On font removal we need to remove references (otherwise we could queue removal?) +// We allow old_font == new_font which forces updating all values (e.g. sizes) +void ImFontAtlasBuildNotifySetFont(ImFontAtlas* atlas, ImFont* old_font, ImFont* new_font) +{ + for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas) + { + if (shared_data->Font == old_font) + shared_data->Font = new_font; + if (ImGuiContext* ctx = shared_data->Context) + { + // While this should work either way, we save ourselves the bother / debugging confusion of running ImGui code so early when it is not needed. + // Also fixes erroneously rewriting style.FontSizeBase during init if adding default fonts. + if (old_font == NULL && ctx->Font == NULL && ctx->FontSizeBase == 0.0f) + continue; + + if (ctx->IO.FontDefault == old_font) + ctx->IO.FontDefault = new_font; + if (ctx->Font == old_font) + { + ImGuiContext* curr_ctx = ImGui::GetCurrentContext(); + bool need_bind_ctx = ctx != curr_ctx; + if (need_bind_ctx) + ImGui::SetCurrentContext(ctx); + ImGui::SetCurrentFont(new_font, ctx->FontSizeBase, ctx->FontSize); + if (need_bind_ctx) + ImGui::SetCurrentContext(curr_ctx); + } + for (ImFontStackData& font_stack_data : ctx->FontStack) + if (font_stack_data.Font == old_font) + font_stack_data.Font = new_font; + } + } +} + +void ImFontAtlas::RemoveFont(ImFont* font) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + + ImFontAtlasFontDestroyOutput(this, font); + for (ImFontConfig* src : font->Sources) + ImFontAtlasFontDestroySourceData(this, src); + for (int src_n = 0; src_n < Sources.Size; src_n++) + if (Sources[src_n].DstFont == font) + Sources.erase(&Sources[src_n--]); + + bool removed = Fonts.find_erase(font); + IM_ASSERT(removed); + IM_UNUSED(removed); + + ImFontAtlasBuildUpdatePointers(this); + + font->OwnerAtlas = NULL; + IM_DELETE(font); + + // Notify external systems + ImFont* new_current_font = Fonts.empty() ? NULL : Fonts[0]; + ImFontAtlasBuildNotifySetFont(this, font, new_current_font); +} + +// At it is common to do an AddCustomRect() followed by a GetCustomRect(), we provide an optional 'ImFontAtlasRect* out_r = NULL' argument to retrieve the info straight away. +ImFontAtlasRectId ImFontAtlas::AddCustomRect(int width, int height, ImFontAtlasRect* out_r) { IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF); - ImFontAtlasCustomRect r; - r.Width = (unsigned short)width; - r.Height = (unsigned short)height; - CustomRects.push_back(r); - return CustomRects.Size - 1; // Return index + + if (Builder == NULL) + ImFontAtlasBuildInit(this); + + ImFontAtlasRectId r_id = ImFontAtlasPackAddRect(this, width, height); + if (r_id == ImFontAtlasRectId_Invalid) + return ImFontAtlasRectId_Invalid; + if (out_r != NULL) + GetCustomRect(r_id, out_r); + + if (RendererHasTextures) + { + ImTextureRect* r = ImFontAtlasPackGetRect(this, r_id); + ImFontAtlasTextureBlockQueueUpload(this, TexData, r->x, r->y, r->w, r->h); + } + return r_id; } -int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset) +void ImFontAtlas::RemoveCustomRect(ImFontAtlasRectId id) +{ + if (ImFontAtlasPackGetRectSafe(this, id) == NULL) + return; + ImFontAtlasPackDiscardRect(this, id); +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// This API does not make sense anymore with scalable fonts. +// - Prefer adding a font source (ImFontConfig) using a custom/procedural loader. +// - You may use ImFontFlags_LockBakedSizes to limit an existing font to known baked sizes: +// ImFont* myfont = io.Fonts->AddFontFromFileTTF(....); +// myfont->GetFontBaked(16.0f); +// myfont->Flags |= ImFontFlags_LockBakedSizes; +ImFontAtlasRectId ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int width, int height, float advance_x, const ImVec2& offset) +{ + float font_size = font->LegacySize; + return AddCustomRectFontGlyphForSize(font, font_size, codepoint, width, height, advance_x, offset); +} +// FIXME: we automatically set glyph.Colored=true by default. +// If you need to alter this, you can write 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph(). +ImFontAtlasRectId ImFontAtlas::AddCustomRectFontGlyphForSize(ImFont* font, float font_size, ImWchar codepoint, int width, int height, float advance_x, const ImVec2& offset) { #ifdef IMGUI_USE_WCHAR32 - IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX); + IM_ASSERT(codepoint <= IM_UNICODE_CODEPOINT_MAX); #endif IM_ASSERT(font != NULL); IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF); - ImFontAtlasCustomRect r; - r.Width = (unsigned short)width; - r.Height = (unsigned short)height; - r.GlyphID = id; - r.GlyphAdvanceX = advance_x; - r.GlyphOffset = offset; - r.Font = font; - CustomRects.push_back(r); - return CustomRects.Size - 1; // Return index -} -void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const + ImFontBaked* baked = font->GetFontBaked(font_size); + + ImFontAtlasRectId r_id = ImFontAtlasPackAddRect(this, width, height); + if (r_id == ImFontAtlasRectId_Invalid) + return ImFontAtlasRectId_Invalid; + ImTextureRect* r = ImFontAtlasPackGetRect(this, r_id); + if (RendererHasTextures) + ImFontAtlasTextureBlockQueueUpload(this, TexData, r->x, r->y, r->w, r->h); + + if (baked->IsGlyphLoaded(codepoint)) + ImFontAtlasBakedDiscardFontGlyph(this, font, baked, baked->FindGlyph(codepoint)); + + ImFontGlyph glyph; + glyph.Codepoint = codepoint; + glyph.AdvanceX = advance_x; + glyph.X0 = offset.x; + glyph.Y0 = offset.y; + glyph.X1 = offset.x + r->w; + glyph.Y1 = offset.y + r->h; + glyph.Visible = true; + glyph.Colored = true; // FIXME: Arbitrary + glyph.PackId = r_id; + ImFontAtlasBakedAddFontGlyph(this, baked, font->Sources[0], &glyph); + return r_id; +} +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +bool ImFontAtlas::GetCustomRect(ImFontAtlasRectId id, ImFontAtlasRect* out_r) const { - IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates - IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed - *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y); - *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y); + ImTextureRect* r = ImFontAtlasPackGetRectSafe((ImFontAtlas*)this, id); + if (r == NULL) + return false; + IM_ASSERT(TexData->Width > 0 && TexData->Height > 0); // Font atlas needs to be built before we can calculate UV coordinates + if (out_r == NULL) + return true; + out_r->x = r->x; + out_r->y = r->y; + out_r->w = r->w; + out_r->h = r->h; + out_r->uv0 = ImVec2((float)(r->x), (float)(r->y)) * TexUvScale; + out_r->uv1 = ImVec2((float)(r->x + r->w), (float)(r->y + r->h)) * TexUvScale; + return true; } -bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) +bool ImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas, ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) { if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) return false; - if (Flags & ImFontAtlasFlags_NoMouseCursors) + if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) return false; - IM_ASSERT(PackIdMouseCursors != -1); - ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors); - ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y); + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, atlas->Builder->PackIdMouseCursors); + ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->x, (float)r->y); ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; *out_size = size; *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; - out_uv_border[0] = (pos) * TexUvScale; - out_uv_border[1] = (pos + size) * TexUvScale; + out_uv_border[0] = (pos) * atlas->TexUvScale; + out_uv_border[1] = (pos + size) * atlas->TexUvScale; pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; - out_uv_fill[0] = (pos) * TexUvScale; - out_uv_fill[1] = (pos + size) * TexUvScale; + out_uv_fill[0] = (pos) * atlas->TexUvScale; + out_uv_fill[1] = (pos + size) * atlas->TexUvScale; return true; } -bool ImFontAtlas::Build() +// When atlas->RendererHasTextures = true, this is only called if no font were loaded. +void ImFontAtlasBuildMain(ImFontAtlas* atlas) { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + IM_ASSERT(!atlas->Locked && "Cannot modify a locked ImFontAtlas!"); + if (atlas->TexData && atlas->TexData->Format != atlas->TexDesiredFormat) + ImFontAtlasBuildClear(atlas); + + if (atlas->Builder == NULL) + ImFontAtlasBuildInit(atlas); // Default font is none are specified - if (ConfigData.Size == 0) - AddFontDefault(); + if (atlas->Sources.Size == 0) + atlas->AddFontDefault(); - // Select builder - // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which - // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are - // using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere - // and point to it instead of pointing directly to return value of the GetBuilderXXX functions. - const ImFontBuilderIO* builder_io = FontBuilderIO; - if (builder_io == NULL) - { -#ifdef IMGUI_ENABLE_FREETYPE - builder_io = ImGuiFreeType::GetBuilderForFreeType(); -#elif defined(IMGUI_ENABLE_STB_TRUETYPE) - builder_io = ImFontAtlasGetBuilderForStbTruetype(); -#else - IM_ASSERT(0); // Invalid Build function -#endif - } - - // Build - return builder_io->FontBuilder_Build(this); + // [LEGACY] For backends not supporting RendererHasTextures: preload all glyphs + ImFontAtlasBuildUpdateRendererHasTexturesFromContext(atlas); + if (atlas->RendererHasTextures == false) // ~ImGuiBackendFlags_RendererHasTextures + ImFontAtlasBuildLegacyPreloadAllGlyphRanges(atlas); + atlas->TexIsBuilt = true; } -void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) +void ImFontAtlasBuildGetOversampleFactors(ImFontConfig* src, ImFontBaked* baked, int* out_oversample_h, int* out_oversample_v) { - for (unsigned int i = 0; i < 256; i++) - { - unsigned int value = (unsigned int)(i * in_brighten_factor); - out_table[i] = value > 255 ? 255 : (value & 0xFF); - } + // (Only used by stb_truetype builder) + // Automatically disable horizontal oversampling over size 36 + const float raster_size = baked->Size * baked->RasterizerDensity * src->RasterizerDensity; + *out_oversample_h = (src->OversampleH != 0) ? src->OversampleH : (raster_size > 36.0f || src->PixelSnapH) ? 1 : 2; + *out_oversample_v = (src->OversampleV != 0) ? src->OversampleV : 1; } -void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) +// Setup main font loader for the atlas +// Every font source (ImFontConfig) will use this unless ImFontConfig::FontLoader specify a custom loader. +void ImFontAtlasBuildSetupFontLoader(ImFontAtlas* atlas, const ImFontLoader* font_loader) { - IM_ASSERT_PARANOID(w <= stride); - unsigned char* data = pixels + x + y * stride; - for (int j = h; j > 0; j--, data += stride - w) - for (int i = w; i > 0; i--, data++) - *data = table[*data]; + if (atlas->FontLoader == font_loader) + return; + IM_ASSERT(!atlas->Locked && "Cannot modify a locked ImFontAtlas!"); + + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontDestroyOutput(atlas, font); + if (atlas->Builder && atlas->FontLoader && atlas->FontLoader->LoaderShutdown) + atlas->FontLoader->LoaderShutdown(atlas); + + atlas->FontLoader = font_loader; + atlas->FontLoaderName = font_loader ? font_loader->Name : "NULL"; + IM_ASSERT(atlas->FontLoaderData == NULL); + + if (atlas->Builder && atlas->FontLoader && atlas->FontLoader->LoaderInit) + atlas->FontLoader->LoaderInit(atlas); + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontInitOutput(atlas, font); + for (ImFont* font : atlas->Fonts) + for (ImFontConfig* src : font->Sources) + ImFontAtlasFontSourceAddToFont(atlas, font, src); } -#ifdef IMGUI_ENABLE_STB_TRUETYPE -// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont) -// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.) -struct ImFontBuildSrcData +// Preload all glyph ranges for legacy backends. +// This may lead to multiple texture creation which might be a little slower than before. +void ImFontAtlasBuildLegacyPreloadAllGlyphRanges(ImFontAtlas* atlas) { - stbtt_fontinfo FontInfo; - stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data) - stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. - stbtt_packedchar* PackedChars; // Output glyphs - const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) - int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] - int GlyphsHighest; // Highest requested codepoint - int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) - ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) - ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsSet) -}; - -// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) -struct ImFontBuildDstData -{ - int SrcCount; // Number of source fonts targeting this destination font. - int GlyphsHighest; - int GlyphsCount; - ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. -}; - -static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector* out) -{ - IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int)); - const ImU32* it_begin = in->Storage.begin(); - const ImU32* it_end = in->Storage.end(); - for (const ImU32* it = it_begin; it < it_end; it++) - if (ImU32 entries_32 = *it) - for (ImU32 bit_n = 0; bit_n < 32; bit_n++) - if (entries_32 & ((ImU32)1 << bit_n)) - out->push_back((int)(((it - it_begin) << 5) + bit_n)); -} - -static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) -{ - IM_ASSERT(atlas->ConfigData.Size > 0); - - ImFontAtlasBuildInit(atlas); - - // Clear atlas - atlas->TexID = (ImTextureID)NULL; - atlas->TexWidth = atlas->TexHeight = 0; - atlas->TexUvScale = ImVec2(0.0f, 0.0f); - atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); - atlas->ClearTexData(); - - // Temporary storage for building - ImVector src_tmp_array; - ImVector dst_tmp_array; - src_tmp_array.resize(atlas->ConfigData.Size); - dst_tmp_array.resize(atlas->Fonts.Size); - memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); - memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); - - // 1. Initialize font loading structure, check font data validity - for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) + atlas->Builder->PreloadedAllGlyphsRanges = true; + for (ImFont* font : atlas->Fonts) { - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - ImFontConfig& cfg = atlas->ConfigData[src_i]; - IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); - - // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) - src_tmp.DstIndex = -1; - for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) - if (cfg.DstFont == atlas->Fonts[output_i]) - src_tmp.DstIndex = output_i; - if (src_tmp.DstIndex == -1) + ImFontBaked* baked = font->GetFontBaked(font->LegacySize); + if (font->FallbackChar != 0) + baked->FindGlyph(font->FallbackChar); + if (font->EllipsisChar != 0) + baked->FindGlyph(font->EllipsisChar); + for (ImFontConfig* src : font->Sources) { - IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? - return false; - } - // Initialize helper structure for font loading and verify that the TTF/OTF data is correct - const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo); - IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); - if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) - { - IM_ASSERT(0 && "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize."); - return false; - } - - // Measure highest codepoints - ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; - src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); - for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) - { - // Check for valid range. This may also help detect *some* dangling pointers, because a common - // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent. - IM_ASSERT(src_range[0] <= src_range[1]); - src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); - } - dst_tmp.SrcCount++; - dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); - } - - // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. - int total_glyphs_count = 0; - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; - src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); - if (dst_tmp.GlyphsSet.Storage.empty()) - dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); - - for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) - for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) - { - if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) - continue; - if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? - continue; - - // Add to avail set/counters - src_tmp.GlyphsCount++; - dst_tmp.GlyphsCount++; - src_tmp.GlyphsSet.SetBit(codepoint); - dst_tmp.GlyphsSet.SetBit(codepoint); - total_glyphs_count++; - } - } - - // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); - UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList); - src_tmp.GlyphsSet.Clear(); - IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); - } - for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) - dst_tmp_array[dst_i].GlyphsSet.Clear(); - dst_tmp_array.clear(); - - // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) - // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) - ImVector buf_rects; - ImVector buf_packedchars; - buf_rects.resize(total_glyphs_count); - buf_packedchars.resize(total_glyphs_count); - memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); - memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes()); - - // 4. Gather glyphs sizes so we can pack them in our virtual canvas. - int total_surface = 0; - int buf_rects_out_n = 0; - int buf_packedchars_out_n = 0; - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - if (src_tmp.GlyphsCount == 0) - continue; - - src_tmp.Rects = &buf_rects[buf_rects_out_n]; - src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n]; - buf_rects_out_n += src_tmp.GlyphsCount; - buf_packedchars_out_n += src_tmp.GlyphsCount; - - // Convert our ranges in the format stb_truetype wants - ImFontConfig& cfg = atlas->ConfigData[src_i]; - src_tmp.PackRange.font_size = cfg.SizePixels; - src_tmp.PackRange.first_unicode_codepoint_in_range = 0; - src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; - src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; - src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars; - src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH; - src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV; - - // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) - const float scale = (cfg.SizePixels > 0) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels); - const int padding = atlas->TexGlyphPadding; - for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) - { - int x0, y0, x1, y1; - const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]); - IM_ASSERT(glyph_index_in_font != 0); - stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1); - src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1); - src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1); - total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; + const ImWchar* ranges = src->GlyphRanges ? src->GlyphRanges : atlas->GetGlyphRangesDefault(); + for (; ranges[0]; ranges += 2) + for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560 + baked->FindGlyph((ImWchar)c); } } +} - // We need a width for the skyline algorithm, any width! - // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. - // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. - const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; - atlas->TexHeight = 0; - if (atlas->TexDesiredWidth > 0) - atlas->TexWidth = atlas->TexDesiredWidth; - else - atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; +// FIXME: May make ImFont::Sources a ImSpan<> and move ownership to ImFontAtlas +void ImFontAtlasBuildUpdatePointers(ImFontAtlas* atlas) +{ + for (ImFont* font : atlas->Fonts) + font->Sources.resize(0); + for (ImFontConfig& src : atlas->Sources) + src.DstFont->Sources.push_back(&src); +} - // 5. Start packing - // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). - const int TEX_HEIGHT_MAX = 1024 * 32; - stbtt_pack_context spc = {}; - stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL); - ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); +// Render a white-colored bitmap encoded in a string +void ImFontAtlasBuildRenderBitmapFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char) +{ + ImTextureData* tex = atlas->TexData; + IM_ASSERT(x >= 0 && x + w <= tex->Width); + IM_ASSERT(y >= 0 && y + h <= tex->Height); - // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + switch (tex->Format) { - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - if (src_tmp.GlyphsCount == 0) - continue; - - stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount); - - // Extend texture height and mark missing glyphs as non-packed so we won't render them. - // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) - for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) - if (src_tmp.Rects[glyph_i].was_packed) - atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); + case ImTextureFormat_Alpha8: + { + ImU8* out_p = (ImU8*)tex->GetPixelsAt(x, y); + for (int off_y = 0; off_y < h; off_y++, out_p += tex->Width, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_p[off_x] = (in_str[off_x] == in_marker_char) ? 0xFF : 0x00; + break; } - - // 7. Allocate texture - atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); - atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); - atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); - memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); - spc.pixels = atlas->TexPixelsAlpha8; - spc.height = atlas->TexHeight; - - // 8. Render/rasterize font characters into the texture - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + case ImTextureFormat_RGBA32: { - ImFontConfig& cfg = atlas->ConfigData[src_i]; - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - if (src_tmp.GlyphsCount == 0) - continue; + ImU32* out_p = (ImU32*)tex->GetPixelsAt(x, y); + for (int off_y = 0; off_y < h; off_y++, out_p += tex->Width, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_p[off_x] = (in_str[off_x] == in_marker_char) ? IM_COL32_WHITE : IM_COL32_BLACK_TRANS; + break; + } + } +} - stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects); +static void ImFontAtlasBuildUpdateBasicTexData(ImFontAtlas* atlas) +{ + // Pack and store identifier so we can refresh UV coordinates on texture resize. + // FIXME-NEWATLAS: User/custom rects where user code wants to store UV coordinates will need to do the same thing. + ImFontAtlasBuilder* builder = atlas->Builder; + ImVec2i pack_size = (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) ? ImVec2i(2, 2) : ImVec2i(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); - // Apply multiply operator - if (cfg.RasterizerMultiply != 1.0f) + ImFontAtlasRect r; + bool add_and_draw = (atlas->GetCustomRect(builder->PackIdMouseCursors, &r) == false); + if (add_and_draw) + { + builder->PackIdMouseCursors = atlas->AddCustomRect(pack_size.x, pack_size.y, &r); + IM_ASSERT(builder->PackIdMouseCursors != ImFontAtlasRectId_Invalid); + + // Draw to texture + if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) { - unsigned char multiply_table[256]; - ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); - stbrp_rect* r = &src_tmp.Rects[0]; - for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++) - if (r->was_packed) - ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1); - } - src_tmp.Rects = NULL; - } - - // End packing - stbtt_PackEnd(&spc); - buf_rects.clear(); - - // 9. Setup ImFont and glyphs for runtime - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - // When merging fonts with MergeMode=true: - // - We can have multiple input fonts writing into a same destination font. - // - dst_font->ConfigData is != from cfg which is our source configuration. - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - ImFontConfig& cfg = atlas->ConfigData[src_i]; - ImFont* dst_font = cfg.DstFont; - - const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels); - int unscaled_ascent, unscaled_descent, unscaled_line_gap; - stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); - - const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1)); - const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); - ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); - const float font_off_x = cfg.GlyphOffset.x; - const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); - - for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) - { - // Register glyph - const int codepoint = src_tmp.GlyphsList[glyph_i]; - const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; - stbtt_aligned_quad q; - float unused_x = 0.0f, unused_y = 0.0f; - stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0); - dst_font->AddGlyph(&cfg, (ImWchar)codepoint, q.x0 + font_off_x, q.y0 + font_off_y, q.x1 + font_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, pc.xadvance); - } - } - - // Cleanup - src_tmp_array.clear_destruct(); - - ImFontAtlasBuildFinish(atlas); - return true; -} - -const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype() -{ - static ImFontBuilderIO io; - io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype; - return &io; -} - -#endif // IMGUI_ENABLE_STB_TRUETYPE - -void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas) -{ - for (ImFontConfig& font_cfg : atlas->ConfigData) - { - ImFont* font = font_cfg.DstFont; - if (!font_cfg.MergeMode) - { - font->ConfigData = &font_cfg; - font->ConfigDataCount = 0; - } - font->ConfigDataCount++; - } -} - -void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) -{ - if (!font_config->MergeMode) - { - font->ClearOutputData(); - font->FontSize = font_config->SizePixels; - IM_ASSERT(font->ConfigData == font_config); - font->ContainerAtlas = atlas; - font->Ascent = ascent; - font->Descent = descent; - } -} - -void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque) -{ - stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; - IM_ASSERT(pack_context != NULL); - - ImVector& user_rects = atlas->CustomRects; - IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. -#ifdef __GNUC__ - if (user_rects.Size < 1) { __builtin_unreachable(); } // Workaround for GCC bug if IM_ASSERT() is defined to conditionally throw (see #5343) -#endif - - ImVector pack_rects; - pack_rects.resize(user_rects.Size); - memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes()); - for (int i = 0; i < user_rects.Size; i++) - { - pack_rects[i].w = user_rects[i].Width; - pack_rects[i].h = user_rects[i].Height; - } - stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size); - for (int i = 0; i < pack_rects.Size; i++) - if (pack_rects[i].was_packed) - { - user_rects[i].X = (unsigned short)pack_rects[i].x; - user_rects[i].Y = (unsigned short)pack_rects[i].y; - IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height); - atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); - } -} - -void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) -{ - IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); - IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); - unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth); - for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) - for (int off_x = 0; off_x < w; off_x++) - out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; -} - -void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value) -{ - IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); - IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); - unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth); - for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) - for (int off_x = 0; off_x < w; off_x++) - out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS; -} - -static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) -{ - ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); - IM_ASSERT(r->IsPacked()); - - const int w = atlas->TexWidth; - if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) - { - // Render/copy pixels - IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); - const int x_for_white = r->X; - const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; - if (atlas->TexPixelsAlpha8 != NULL) - { - ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); - ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); + // 2x2 white pixels + ImFontAtlasBuildRenderBitmapFromString(atlas, r.x, r.y, 2, 2, "XX" "XX", 'X'); } else { - ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE); - ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE); + // 2x2 white pixels + mouse cursors + const int x_for_white = r.x; + const int x_for_black = r.x + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_white, r.y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.'); + ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_black, r.y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X'); } } - else - { - // Render 4 white pixels - IM_ASSERT(r->Width == 2 && r->Height == 2); - const int offset = (int)r->X + (int)r->Y * w; - if (atlas->TexPixelsAlpha8 != NULL) - { - atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; - } - else - { - atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE; - } - } - atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); + + // Refresh UV coordinates + atlas->TexUvWhitePixel = ImVec2((r.x + 0.5f) * atlas->TexUvScale.x, (r.y + 0.5f) * atlas->TexUvScale.y); } -static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) +static void ImFontAtlasBuildUpdateLinesTexData(ImFontAtlas* atlas) { if (atlas->Flags & ImFontAtlasFlags_NoBakedLines) return; + // Pack and store identifier so we can refresh UV coordinates on texture resize. + ImTextureData* tex = atlas->TexData; + ImFontAtlasBuilder* builder = atlas->Builder; + + ImFontAtlasRect r; + bool add_and_draw = atlas->GetCustomRect(builder->PackIdLinesTexData, &r) == false; + if (add_and_draw) + { + ImVec2i pack_size = ImVec2i(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); + builder->PackIdLinesTexData = atlas->AddCustomRect(pack_size.x, pack_size.y, &r); + IM_ASSERT(builder->PackIdLinesTexData != ImFontAtlasRectId_Invalid); + } + + // Register texture region for thick lines + // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them - ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines); - IM_ASSERT(r->IsPacked()); - for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row + for (int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row { // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle - unsigned int y = n; - unsigned int line_width = n; - unsigned int pad_left = (r->Width - line_width) / 2; - unsigned int pad_right = r->Width - (pad_left + line_width); + const int y = n; + const int line_width = n; + const int pad_left = (r.w - line_width) / 2; + const int pad_right = r.w - (pad_left + line_width); + IM_ASSERT(pad_left + line_width + pad_right == r.w && y < r.h); // Make sure we're inside the texture bounds before we start writing pixels // Write each slice - IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels - if (atlas->TexPixelsAlpha8 != NULL) + if (add_and_draw && tex->Format == ImTextureFormat_Alpha8) { - unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; - for (unsigned int i = 0; i < pad_left; i++) + ImU8* write_ptr = (ImU8*)tex->GetPixelsAt(r.x, r.y + y); + for (int i = 0; i < pad_left; i++) *(write_ptr + i) = 0x00; - for (unsigned int i = 0; i < line_width; i++) + for (int i = 0; i < line_width; i++) *(write_ptr + pad_left + i) = 0xFF; - for (unsigned int i = 0; i < pad_right; i++) + for (int i = 0; i < pad_right; i++) *(write_ptr + pad_left + line_width + i) = 0x00; } - else + else if (add_and_draw && tex->Format == ImTextureFormat_RGBA32) { - unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)]; - for (unsigned int i = 0; i < pad_left; i++) + ImU32* write_ptr = (ImU32*)(void*)tex->GetPixelsAt(r.x, r.y + y); + for (int i = 0; i < pad_left; i++) *(write_ptr + i) = IM_COL32(255, 255, 255, 0); - for (unsigned int i = 0; i < line_width; i++) + for (int i = 0; i < line_width; i++) *(write_ptr + pad_left + i) = IM_COL32_WHITE; - for (unsigned int i = 0; i < pad_right; i++) + for (int i = 0; i < pad_right; i++) *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0); } - // Calculate UVs for this line - ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale; - ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale; + // Refresh UV coordinates + ImVec2 uv0 = ImVec2((float)(r.x + pad_left - 1), (float)(r.y + y)) * atlas->TexUvScale; + ImVec2 uv1 = ImVec2((float)(r.x + pad_left + line_width + 1), (float)(r.y + y + 1)) * atlas->TexUvScale; float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v); } } -// Note: this is called / shared by both the stb_truetype and the FreeType builder -void ImFontAtlasBuildInit(ImFontAtlas* atlas) +//----------------------------------------------------------------------------------------------------------------------------- + +// Was tempted to lazily init FontSrc but wouldn't save much + makes it more complicated to detect invalid data at AddFont() +bool ImFontAtlasFontInitOutput(ImFontAtlas* atlas, ImFont* font) { - // Round font size - // - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet. - // - Note that using io.FontGlobalScale or SetWindowFontScale(), with are legacy-ish, partially supported features, can still lead to unrounded sizes. - // - We may support it better later and remove this rounding. - for (ImFontConfig& cfg : atlas->ConfigData) - cfg.SizePixels = ImFloor(cfg.SizePixels); + bool ret = true; + for (ImFontConfig* src : font->Sources) + if (!ImFontAtlasFontSourceInit(atlas, src)) + ret = false; + IM_ASSERT(ret); // Unclear how to react to this meaningfully. Assume that result will be same as initial AddFont() call. + return ret; +} - // Register texture region for mouse cursors or standard white pixels - if (atlas->PackIdMouseCursors < 0) +// Keep source/input FontData +void ImFontAtlasFontDestroyOutput(ImFontAtlas* atlas, ImFont* font) +{ + font->ClearOutputData(); + for (ImFontConfig* src : font->Sources) { - if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) - atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); - else - atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2); - } - - // Register texture region for thick lines - // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row - if (atlas->PackIdLines < 0) - { - if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines)) - atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader && loader->FontSrcDestroy != NULL) + loader->FontSrcDestroy(atlas, src); } } -// This is called/shared by both the stb_truetype and the FreeType builder. -void ImFontAtlasBuildFinish(ImFontAtlas* atlas) +void ImFontAtlasFontRebuildOutput(ImFontAtlas* atlas, ImFont* font) { - // Render into our custom data blocks - IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL); - ImFontAtlasBuildRenderDefaultTexData(atlas); - ImFontAtlasBuildRenderLinesTexData(atlas); + ImFontAtlasFontDestroyOutput(atlas, font); + ImFontAtlasFontInitOutput(atlas, font); +} - // Register custom rectangle glyphs - for (int i = 0; i < atlas->CustomRects.Size; i++) +//----------------------------------------------------------------------------------------------------------------------------- + +bool ImFontAtlasFontSourceInit(ImFontAtlas* atlas, ImFontConfig* src) +{ + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader->FontSrcInit != NULL && !loader->FontSrcInit(atlas, src)) + return false; + return true; +} + +void ImFontAtlasFontSourceAddToFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src) +{ + if (src->MergeMode == false) { - const ImFontAtlasCustomRect* r = &atlas->CustomRects[i]; - if (r->Font == NULL || r->GlyphID == 0) + font->ClearOutputData(); + //font->FontSize = src->SizePixels; + font->OwnerAtlas = atlas; + IM_ASSERT(font->Sources[0] == src); + } + atlas->TexIsBuilt = false; // For legacy backends + ImFontAtlasBuildSetupFontSpecialGlyphs(atlas, font, src); +} + +void ImFontAtlasFontDestroySourceData(ImFontAtlas* atlas, ImFontConfig* src) +{ + IM_UNUSED(atlas); + // IF YOU GET A CRASH IN THE IM_FREE() CALL HERE AND USED AddFontFromMemoryTTF(): + // - DUE TO LEGACY REASON AddFontFromMemoryTTF() TRANSFERS MEMORY OWNERSHIP BY DEFAULT. + // - IT WILL THEREFORE CRASH WHEN PASSED DATA WHICH MAY NOT BE FREED BY IMGUI. + // - USE `ImFontConfig font_cfg; font_cfg.FontDataOwnedByAtlas = false; io.Fonts->AddFontFromMemoryTTF(....., &cfg);` to disable passing ownership/ + // WE WILL ADDRESS THIS IN A FUTURE REWORK OF THE API. + if (src->FontDataOwnedByAtlas) + IM_FREE(src->FontData); + src->FontData = NULL; + if (src->GlyphExcludeRanges) + IM_FREE((void*)src->GlyphExcludeRanges); + src->GlyphExcludeRanges = NULL; +} + +// Create a compact, baked "..." if it doesn't exist, by using the ".". +// This may seem overly complicated right now but the point is to exercise and improve a technique which should be increasingly used. +// FIXME-NEWATLAS: This borrows too much from FontLoader's FontLoadGlyph() handlers and suggest that we should add further helpers. +static ImFontGlyph* ImFontAtlasBuildSetupFontBakedEllipsis(ImFontAtlas* atlas, ImFontBaked* baked) +{ + ImFont* font = baked->OwnerFont; + IM_ASSERT(font->EllipsisChar != 0); + + const ImFontGlyph* dot_glyph = baked->FindGlyphNoFallback((ImWchar)'.'); + if (dot_glyph == NULL) + dot_glyph = baked->FindGlyphNoFallback((ImWchar)0xFF0E); + if (dot_glyph == NULL) + return NULL; + ImFontAtlasRectId dot_r_id = dot_glyph->PackId; // Deep copy to avoid invalidation of glyphs and rect pointers + ImTextureRect* dot_r = ImFontAtlasPackGetRect(atlas, dot_r_id); + const int dot_spacing = 1; + const float dot_step = (dot_glyph->X1 - dot_glyph->X0) + dot_spacing; + + ImFontAtlasRectId pack_id = ImFontAtlasPackAddRect(atlas, (dot_r->w * 3 + dot_spacing * 2), dot_r->h); + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, pack_id); + + ImFontGlyph glyph_in = {}; + ImFontGlyph* glyph = &glyph_in; + glyph->Codepoint = font->EllipsisChar; + glyph->AdvanceX = ImMax(dot_glyph->AdvanceX, dot_glyph->X0 + dot_step * 3.0f - dot_spacing); // FIXME: Slightly odd for normally mono-space fonts but since this is used for trailing contents. + glyph->X0 = dot_glyph->X0; + glyph->Y0 = dot_glyph->Y0; + glyph->X1 = dot_glyph->X0 + dot_step * 3 - dot_spacing; + glyph->Y1 = dot_glyph->Y1; + glyph->Visible = true; + glyph->PackId = pack_id; + glyph = ImFontAtlasBakedAddFontGlyph(atlas, baked, NULL, glyph); + dot_glyph = NULL; // Invalidated + + // Copy to texture, post-process and queue update for backend + // FIXME-NEWATLAS-V2: Dot glyph is already post-processed as this point, so this would damage it. + dot_r = ImFontAtlasPackGetRect(atlas, dot_r_id); + ImTextureData* tex = atlas->TexData; + for (int n = 0; n < 3; n++) + ImFontAtlasTextureBlockCopy(tex, dot_r->x, dot_r->y, tex, r->x + (dot_r->w + dot_spacing) * n, r->y, dot_r->w, dot_r->h); + ImFontAtlasTextureBlockQueueUpload(atlas, tex, r->x, r->y, r->w, r->h); + + return glyph; +} + +// Load fallback in order to obtain its index +// (this is called from in hot-path so we avoid extraneous parameters to minimize impact on code size) +static void ImFontAtlasBuildSetupFontBakedFallback(ImFontBaked* baked) +{ + IM_ASSERT(baked->FallbackGlyphIndex == -1); + IM_ASSERT(baked->FallbackAdvanceX == 0.0f); + ImFont* font = baked->OwnerFont; + ImFontGlyph* fallback_glyph = NULL; + if (font->FallbackChar != 0) + fallback_glyph = baked->FindGlyphNoFallback(font->FallbackChar); + if (fallback_glyph == NULL) + { + ImFontGlyph* space_glyph = baked->FindGlyphNoFallback((ImWchar)' '); + ImFontGlyph glyph; + glyph.Codepoint = 0; + glyph.AdvanceX = space_glyph ? space_glyph->AdvanceX : IM_ROUND(baked->Size * 0.40f); + fallback_glyph = ImFontAtlasBakedAddFontGlyph(font->OwnerAtlas, baked, NULL, &glyph); + } + baked->FallbackGlyphIndex = baked->Glyphs.index_from_ptr(fallback_glyph); // Storing index avoid need to update pointer on growth and simplify inner loop code + baked->FallbackAdvanceX = fallback_glyph->AdvanceX; +} + +static void ImFontAtlasBuildSetupFontBakedBlanks(ImFontAtlas* atlas, ImFontBaked* baked) +{ + // Mark space as always hidden (not strictly correct/necessary. but some e.g. icons fonts don't have a space. it tends to look neater in previews) + ImFontGlyph* space_glyph = baked->FindGlyphNoFallback((ImWchar)' '); + if (space_glyph != NULL) + space_glyph->Visible = false; + + // Setup Tab character. + // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) + if (baked->FindGlyphNoFallback('\t') == NULL && space_glyph != NULL) + { + ImFontGlyph tab_glyph; + tab_glyph.Codepoint = '\t'; + tab_glyph.AdvanceX = space_glyph->AdvanceX * IM_TABSIZE; + ImFontAtlasBakedAddFontGlyph(atlas, baked, NULL, &tab_glyph); + } +} + +// Load/identify special glyphs +// (note that this is called again for fonts with MergeMode) +void ImFontAtlasBuildSetupFontSpecialGlyphs(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src) +{ + IM_UNUSED(atlas); + IM_ASSERT(font->Sources.contains(src)); + + // Find Fallback character. Actual glyph loaded in GetFontBaked(). + const ImWchar fallback_chars[] = { font->FallbackChar, (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; + if (font->FallbackChar == 0) + for (ImWchar candidate_char : fallback_chars) + if (candidate_char != 0 && font->IsGlyphInFont(candidate_char)) + { + font->FallbackChar = (ImWchar)candidate_char; + break; + } + + // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. + const ImWchar ellipsis_chars[] = { src->EllipsisChar, (ImWchar)0x2026, (ImWchar)0x0085 }; + if (font->EllipsisChar == 0) + for (ImWchar candidate_char : ellipsis_chars) + if (candidate_char != 0 && font->IsGlyphInFont(candidate_char)) + { + font->EllipsisChar = candidate_char; + break; + } + if (font->EllipsisChar == 0) + { + font->EllipsisChar = 0x0085; + font->EllipsisAutoBake = true; + } +} + +void ImFontAtlasBakedDiscardFontGlyph(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked, ImFontGlyph* glyph) +{ + if (glyph->PackId != ImFontAtlasRectId_Invalid) + { + ImFontAtlasPackDiscardRect(atlas, glyph->PackId); + glyph->PackId = ImFontAtlasRectId_Invalid; + } + ImWchar c = (ImWchar)glyph->Codepoint; + IM_ASSERT(font->FallbackChar != c && font->EllipsisChar != c); // Unsupported for simplicity + IM_ASSERT(glyph >= baked->Glyphs.Data && glyph < baked->Glyphs.Data + baked->Glyphs.Size); + IM_UNUSED(font); + baked->IndexLookup[c] = IM_FONTGLYPH_INDEX_UNUSED; + baked->IndexAdvanceX[c] = baked->FallbackAdvanceX; +} + +ImFontBaked* ImFontAtlasBakedAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density, ImGuiID baked_id) +{ + IMGUI_DEBUG_LOG_FONT("[font] Created baked %.2fpx\n", font_size); + ImFontBaked* baked = atlas->Builder->BakedPool.push_back(ImFontBaked()); + baked->Size = font_size; + baked->RasterizerDensity = font_rasterizer_density; + baked->BakedId = baked_id; + baked->OwnerFont = font; + baked->LastUsedFrame = atlas->Builder->FrameCount; + + // Initialize backend data + size_t loader_data_size = 0; + for (ImFontConfig* src : font->Sources) // Cannot easily be cached as we allow changing backend + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + loader_data_size += loader->FontBakedSrcLoaderDataSize; + } + baked->FontLoaderDatas = (loader_data_size > 0) ? IM_ALLOC(loader_data_size) : NULL; + char* loader_data_p = (char*)baked->FontLoaderDatas; + for (ImFontConfig* src : font->Sources) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader->FontBakedInit) + loader->FontBakedInit(atlas, src, baked, loader_data_p); + loader_data_p += loader->FontBakedSrcLoaderDataSize; + } + + ImFontAtlasBuildSetupFontBakedBlanks(atlas, baked); + return baked; +} + +// FIXME-OPT: This is not a fast query. Adding a BakedCount field in Font might allow to take a shortcut for the most common case. +ImFontBaked* ImFontAtlasBakedGetClosestMatch(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + for (int step_n = 0; step_n < 2; step_n++) + { + ImFontBaked* closest_larger_match = NULL; + ImFontBaked* closest_smaller_match = NULL; + for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + { + ImFontBaked* baked = &builder->BakedPool[baked_n]; + if (baked->OwnerFont != font || baked->WantDestroy) + continue; + if (step_n == 0 && baked->RasterizerDensity != font_rasterizer_density) // First try with same density + continue; + if (baked->Size > font_size && (closest_larger_match == NULL || baked->Size < closest_larger_match->Size)) + closest_larger_match = baked; + if (baked->Size < font_size && (closest_smaller_match == NULL || baked->Size > closest_smaller_match->Size)) + closest_smaller_match = baked; + } + if (closest_larger_match) + if (closest_smaller_match == NULL || (closest_larger_match->Size >= font_size * 2.0f && closest_smaller_match->Size > font_size * 0.5f)) + return closest_larger_match; + if (closest_smaller_match) + return closest_smaller_match; + } + return NULL; +} + +void ImFontAtlasBakedDiscard(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + IMGUI_DEBUG_LOG_FONT("[font] Discard baked %.2f for \"%s\"\n", baked->Size, font->GetDebugName()); + + for (ImFontGlyph& glyph : baked->Glyphs) + if (glyph.PackId != ImFontAtlasRectId_Invalid) + ImFontAtlasPackDiscardRect(atlas, glyph.PackId); + + char* loader_data_p = (char*)baked->FontLoaderDatas; + for (ImFontConfig* src : font->Sources) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader->FontBakedDestroy) + loader->FontBakedDestroy(atlas, src, baked, loader_data_p); + loader_data_p += loader->FontBakedSrcLoaderDataSize; + } + if (baked->FontLoaderDatas) + { + IM_FREE(baked->FontLoaderDatas); + baked->FontLoaderDatas = NULL; + } + builder->BakedMap.SetVoidPtr(baked->BakedId, NULL); + builder->BakedDiscardedCount++; + baked->ClearOutputData(); + baked->WantDestroy = true; + font->LastBaked = NULL; +} + +// use unused_frames==0 to discard everything. +void ImFontAtlasFontDiscardBakes(ImFontAtlas* atlas, ImFont* font, int unused_frames) +{ + if (ImFontAtlasBuilder* builder = atlas->Builder) // This can be called from font destructor + for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + { + ImFontBaked* baked = &builder->BakedPool[baked_n]; + if (baked->LastUsedFrame + unused_frames > atlas->Builder->FrameCount) + continue; + if (baked->OwnerFont != font || baked->WantDestroy) + continue; + ImFontAtlasBakedDiscard(atlas, font, baked); + } +} + +// use unused_frames==0 to discard everything. +void ImFontAtlasBuildDiscardBakes(ImFontAtlas* atlas, int unused_frames) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + { + ImFontBaked* baked = &builder->BakedPool[baked_n]; + if (baked->LastUsedFrame + unused_frames > atlas->Builder->FrameCount) + continue; + if (baked->WantDestroy || (baked->OwnerFont->Flags & ImFontFlags_LockBakedSizes)) + continue; + ImFontAtlasBakedDiscard(atlas, baked->OwnerFont, baked); + } +} + +// Those functions are designed to facilitate changing the underlying structures for ImFontAtlas to store an array of ImDrawListSharedData* +void ImFontAtlasAddDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data) +{ + IM_ASSERT(!atlas->DrawListSharedDatas.contains(data)); + atlas->DrawListSharedDatas.push_back(data); +} + +void ImFontAtlasRemoveDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data) +{ + IM_ASSERT(atlas->DrawListSharedDatas.contains(data)); + atlas->DrawListSharedDatas.find_erase(data); +} + +// Update texture identifier in all active draw lists +void ImFontAtlasUpdateDrawListsTextures(ImFontAtlas* atlas, ImTextureRef old_tex, ImTextureRef new_tex) +{ + for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas) + { + // If Context 2 uses font owned by Context 1 which already called EndFrame()/Render(), we don't want to mess with draw commands for Context 1 + if (shared_data->Context && !shared_data->Context->WithinFrameScope) continue; - // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH - IM_ASSERT(r->Font->ContainerAtlas == atlas); - ImVec2 uv0, uv1; - atlas->CalcCustomRectUV(r, &uv0, &uv1); - r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX); + for (ImDrawList* draw_list : shared_data->DrawLists) + { + // Replace in command-buffer + // (there is not need to replace in ImDrawListSplitter: current channel is in ImDrawList's CmdBuffer[], + // other channels will be on SetCurrentChannel() which already needs to compare CmdHeader anyhow) + if (draw_list->CmdBuffer.Size > 0 && draw_list->_CmdHeader.TexRef == old_tex) + draw_list->_SetTexture(new_tex); + + // Replace in stack + for (ImTextureRef& stacked_tex : draw_list->_TextureStack) + if (stacked_tex == old_tex) + stacked_tex = new_tex; + } + } +} + +// Update texture coordinates in all draw list shared context +// FIXME-NEWATLAS FIXME-OPT: Doesn't seem necessary to update for all, only one bound to current context? +void ImFontAtlasUpdateDrawListsSharedData(ImFontAtlas* atlas) +{ + for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas) + if (shared_data->FontAtlas == atlas) + { + shared_data->TexUvWhitePixel = atlas->TexUvWhitePixel; + shared_data->TexUvLines = atlas->TexUvLines; + } +} + +// Set current texture. This is mostly called from AddTexture() + to handle a failed resize. +static void ImFontAtlasBuildSetTexture(ImFontAtlas* atlas, ImTextureData* tex) +{ + ImTextureRef old_tex_ref = atlas->TexRef; + atlas->TexData = tex; + atlas->TexUvScale = ImVec2(1.0f / tex->Width, 1.0f / tex->Height); + atlas->TexRef._TexData = tex; + //atlas->TexRef._TexID = tex->TexID; // <-- We intentionally don't do that. It would be misleading and betray promise that both fields aren't set. + ImFontAtlasUpdateDrawListsTextures(atlas, old_tex_ref, atlas->TexRef); +} + +// Create a new texture, discard previous one +ImTextureData* ImFontAtlasTextureAdd(ImFontAtlas* atlas, int w, int h) +{ + ImTextureData* old_tex = atlas->TexData; + ImTextureData* new_tex; + + // FIXME: Cannot reuse texture because old UV may have been used already (unless we remap UV). + /*if (old_tex != NULL && old_tex->Status == ImTextureStatus_WantCreate) + { + // Reuse texture not yet used by backend. + IM_ASSERT(old_tex->TexID == ImTextureID_Invalid && old_tex->BackendUserData == NULL); + old_tex->DestroyPixels(); + old_tex->Updates.clear(); + new_tex = old_tex; + old_tex = NULL; + } + else*/ + { + // Add new + new_tex = IM_NEW(ImTextureData)(); + new_tex->UniqueID = atlas->TexNextUniqueID++; + atlas->TexList.push_back(new_tex); + } + if (old_tex != NULL) + { + // Queue old as to destroy next frame + old_tex->WantDestroyNextFrame = true; + IM_ASSERT(old_tex->Status == ImTextureStatus_OK || old_tex->Status == ImTextureStatus_WantCreate || old_tex->Status == ImTextureStatus_WantUpdates); } - // Build all fonts lookup tables - for (ImFont* font : atlas->Fonts) - if (font->DirtyLookupTables) - font->BuildLookupTable(); + new_tex->Create(atlas->TexDesiredFormat, w, h); + atlas->TexIsBuilt = false; - atlas->TexReady = true; + ImFontAtlasBuildSetTexture(atlas, new_tex); + + return new_tex; } +#if 0 +#define STB_IMAGE_WRITE_IMPLEMENTATION +#include "../stb/stb_image_write.h" +static void ImFontAtlasDebugWriteTexToDisk(ImTextureData* tex, const char* description) +{ + ImGuiContext& g = *GImGui; + char buf[128]; + ImFormatString(buf, IM_COUNTOF(buf), "[%05d] Texture #%03d - %s.png", g.FrameCount, tex->UniqueID, description); + stbi_write_png(buf, tex->Width, tex->Height, tex->BytesPerPixel, tex->Pixels, tex->GetPitch()); // tex->BytesPerPixel is technically not component, but ok for the formats we support. +} +#endif + +void ImFontAtlasTextureRepack(ImFontAtlas* atlas, int w, int h) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + builder->LockDisableResize = true; + + ImTextureData* old_tex = atlas->TexData; + ImTextureData* new_tex = ImFontAtlasTextureAdd(atlas, w, h); + new_tex->UseColors = old_tex->UseColors; + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: resize+repack %dx%d => Texture #%03d: %dx%d\n", old_tex->UniqueID, old_tex->Width, old_tex->Height, new_tex->UniqueID, new_tex->Width, new_tex->Height); + //for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + // IMGUI_DEBUG_LOG_FONT("[font] - Baked %.2fpx, %d glyphs, want_destroy=%d\n", builder->BakedPool[baked_n].FontSize, builder->BakedPool[baked_n].Glyphs.Size, builder->BakedPool[baked_n].WantDestroy); + //IMGUI_DEBUG_LOG_FONT("[font] - Old packed rects: %d, area %d px\n", builder->RectsPackedCount, builder->RectsPackedSurface); + //ImFontAtlasDebugWriteTexToDisk(old_tex, "Before Pack"); + + // Repack, lose discarded rectangle, copy pixels + // FIXME-NEWATLAS: This is unstable because packing order is based on RectsIndex + // FIXME-NEWATLAS-V2: Repacking in batch would be beneficial to packing heuristic, and fix stability. + // FIXME-NEWATLAS-TESTS: Test calling RepackTexture with size too small to fits existing rects. + ImFontAtlasPackInit(atlas); + ImVector old_rects; + ImVector old_index = builder->RectsIndex; + old_rects.swap(builder->Rects); + + for (ImFontAtlasRectEntry& index_entry : builder->RectsIndex) + { + if (index_entry.IsUsed == false) + continue; + ImTextureRect& old_r = old_rects[index_entry.TargetIndex]; + if (old_r.w == 0 && old_r.h == 0) + continue; + ImFontAtlasRectId new_r_id = ImFontAtlasPackAddRect(atlas, old_r.w, old_r.h, &index_entry); + if (new_r_id == ImFontAtlasRectId_Invalid) + { + // Undo, grow texture and try repacking again. + // FIXME-NEWATLAS-TESTS: This is a very rarely exercised path! It needs to be automatically tested properly. + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: resize failed. Will grow.\n", new_tex->UniqueID); + new_tex->WantDestroyNextFrame = true; + builder->Rects.swap(old_rects); + builder->RectsIndex = old_index; + ImFontAtlasBuildSetTexture(atlas, old_tex); + ImFontAtlasTextureGrow(atlas, w, h); // Recurse + return; + } + IM_ASSERT(ImFontAtlasRectId_GetIndex(new_r_id) == builder->RectsIndex.index_from_ptr(&index_entry)); + ImTextureRect* new_r = ImFontAtlasPackGetRect(atlas, new_r_id); + ImFontAtlasTextureBlockCopy(old_tex, old_r.x, old_r.y, new_tex, new_r->x, new_r->y, new_r->w, new_r->h); + } + IM_ASSERT(old_rects.Size == builder->Rects.Size + builder->RectsDiscardedCount); + builder->RectsDiscardedCount = 0; + builder->RectsDiscardedSurface = 0; + + // Patch glyphs UV + for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + for (ImFontGlyph& glyph : builder->BakedPool[baked_n].Glyphs) + if (glyph.PackId != ImFontAtlasRectId_Invalid) + { + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, glyph.PackId); + glyph.U0 = (r->x) * atlas->TexUvScale.x; + glyph.V0 = (r->y) * atlas->TexUvScale.y; + glyph.U1 = (r->x + r->w) * atlas->TexUvScale.x; + glyph.V1 = (r->y + r->h) * atlas->TexUvScale.y; + } + + // Update other cached UV + ImFontAtlasBuildUpdateLinesTexData(atlas); + ImFontAtlasBuildUpdateBasicTexData(atlas); + + builder->LockDisableResize = false; + ImFontAtlasUpdateDrawListsSharedData(atlas); + //ImFontAtlasDebugWriteTexToDisk(new_tex, "After Pack"); +} + +void ImFontAtlasTextureGrow(ImFontAtlas* atlas, int old_tex_w, int old_tex_h) +{ + //ImFontAtlasDebugWriteTexToDisk(atlas->TexData, "Before Grow"); + ImFontAtlasBuilder* builder = atlas->Builder; + if (old_tex_w == -1) + old_tex_w = atlas->TexData->Width; + if (old_tex_h == -1) + old_tex_h = atlas->TexData->Height; + + // FIXME-NEWATLAS-V2: What to do when reaching limits exposed by backend? + // FIXME-NEWATLAS-V2: Does ImFontAtlasFlags_NoPowerOfTwoHeight makes sense now? Allow 'lock' and 'compact' operations? + IM_ASSERT(ImIsPowerOfTwo(old_tex_w) && ImIsPowerOfTwo(old_tex_h)); + IM_ASSERT(ImIsPowerOfTwo(atlas->TexMinWidth) && ImIsPowerOfTwo(atlas->TexMaxWidth) && ImIsPowerOfTwo(atlas->TexMinHeight) && ImIsPowerOfTwo(atlas->TexMaxHeight)); + + // Grow texture so it follows roughly a square. + // - Grow height before width, as width imply more packing nodes. + // - Caller should be taking account of RectsDiscardedSurface and may not need to grow. + int new_tex_w = (old_tex_h <= old_tex_w) ? old_tex_w : old_tex_w * 2; + int new_tex_h = (old_tex_h <= old_tex_w) ? old_tex_h * 2 : old_tex_h; + + // Handle minimum size first (for pathologically large packed rects) + const int pack_padding = atlas->TexGlyphPadding; + new_tex_w = ImMax(new_tex_w, ImUpperPowerOfTwo(builder->MaxRectSize.x + pack_padding)); + new_tex_h = ImMax(new_tex_h, ImUpperPowerOfTwo(builder->MaxRectSize.y + pack_padding)); + new_tex_w = ImClamp(new_tex_w, atlas->TexMinWidth, atlas->TexMaxWidth); + new_tex_h = ImClamp(new_tex_h, atlas->TexMinHeight, atlas->TexMaxHeight); + if (new_tex_w == old_tex_w && new_tex_h == old_tex_h) + return; + + ImFontAtlasTextureRepack(atlas, new_tex_w, new_tex_h); +} + +void ImFontAtlasTextureMakeSpace(ImFontAtlas* atlas) +{ + // Can some baked contents be ditched? + //IMGUI_DEBUG_LOG_FONT("[font] ImFontAtlasBuildMakeSpace()\n"); + ImFontAtlasBuilder* builder = atlas->Builder; + ImFontAtlasBuildDiscardBakes(atlas, 2); + + // Currently using a heuristic for repack without growing. + if (builder->RectsDiscardedSurface < builder->RectsPackedSurface * 0.20f) + ImFontAtlasTextureGrow(atlas); + else + ImFontAtlasTextureRepack(atlas, atlas->TexData->Width, atlas->TexData->Height); +} + +ImVec2i ImFontAtlasTextureGetSizeEstimate(ImFontAtlas* atlas) +{ + int min_w = ImUpperPowerOfTwo(atlas->TexMinWidth); + int min_h = ImUpperPowerOfTwo(atlas->TexMinHeight); + if (atlas->Builder == NULL || atlas->TexData == NULL || atlas->TexData->Status == ImTextureStatus_WantDestroy) + return ImVec2i(min_w, min_h); + + ImFontAtlasBuilder* builder = atlas->Builder; + min_w = ImMax(ImUpperPowerOfTwo(builder->MaxRectSize.x), min_w); + min_h = ImMax(ImUpperPowerOfTwo(builder->MaxRectSize.y), min_h); + const int surface_approx = builder->RectsPackedSurface - builder->RectsDiscardedSurface; // Expected surface after repack + const int surface_sqrt = (int)sqrtf((float)surface_approx); + + int new_tex_w; + int new_tex_h; + if (min_w >= min_h) + { + new_tex_w = ImMax(min_w, ImUpperPowerOfTwo(surface_sqrt)); + new_tex_h = ImMax(min_h, (int)((surface_approx + new_tex_w - 1) / new_tex_w)); + if ((atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) == 0) + new_tex_h = ImUpperPowerOfTwo(new_tex_h); + } + else + { + new_tex_h = ImMax(min_h, ImUpperPowerOfTwo(surface_sqrt)); + if ((atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) == 0) + new_tex_h = ImUpperPowerOfTwo(new_tex_h); + new_tex_w = ImMax(min_w, (int)((surface_approx + new_tex_h - 1) / new_tex_h)); + } + + IM_ASSERT(ImIsPowerOfTwo(new_tex_w) && ImIsPowerOfTwo(new_tex_h)); + return ImVec2i(new_tex_w, new_tex_h); +} + +// Clear all output. Invalidates all AddCustomRect() return values! +void ImFontAtlasBuildClear(ImFontAtlas* atlas) +{ + ImVec2i new_tex_size = ImFontAtlasTextureGetSizeEstimate(atlas); + ImFontAtlasBuildDestroy(atlas); + ImFontAtlasTextureAdd(atlas, new_tex_size.x, new_tex_size.y); + ImFontAtlasBuildInit(atlas); + for (ImFontConfig& src : atlas->Sources) + ImFontAtlasFontSourceInit(atlas, &src); + for (ImFont* font : atlas->Fonts) + for (ImFontConfig* src : font->Sources) + ImFontAtlasFontSourceAddToFont(atlas, font, src); +} + +// You should not need to call this manually! +// If you think you do, let us know and we can advise about policies auto-compact. +void ImFontAtlasTextureCompact(ImFontAtlas* atlas) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + ImFontAtlasBuildDiscardBakes(atlas, 1); + + ImTextureData* old_tex = atlas->TexData; + ImVec2i old_tex_size = ImVec2i(old_tex->Width, old_tex->Height); + ImVec2i new_tex_size = ImFontAtlasTextureGetSizeEstimate(atlas); + if (builder->RectsDiscardedCount == 0 && new_tex_size.x == old_tex_size.x && new_tex_size.y == old_tex_size.y) + return; + + ImFontAtlasTextureRepack(atlas, new_tex_size.x, new_tex_size.y); +} + +// Start packing over current empty texture +void ImFontAtlasBuildInit(ImFontAtlas* atlas) +{ + // Select Backend + // - Note that we do not reassign to atlas->FontLoader, since it is likely to point to static data which + // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are + // using a hot-reloading scheme that messes up static data, store your own instance of FontLoader somewhere + // and point to it instead of pointing directly to return value of the GetFontLoaderXXX functions. + if (atlas->FontLoader == NULL) + { +#ifdef IMGUI_ENABLE_FREETYPE + atlas->SetFontLoader(ImGuiFreeType::GetFontLoader()); +#elif defined(IMGUI_ENABLE_STB_TRUETYPE) + atlas->SetFontLoader(ImFontAtlasGetFontLoaderForStbTruetype()); +#else + IM_ASSERT(0); // Invalid Build function +#endif + } + + // Create initial texture size + if (atlas->TexData == NULL || atlas->TexData->Pixels == NULL) + ImFontAtlasTextureAdd(atlas, ImUpperPowerOfTwo(atlas->TexMinWidth), ImUpperPowerOfTwo(atlas->TexMinHeight)); + + atlas->Builder = IM_NEW(ImFontAtlasBuilder)(); + if (atlas->FontLoader->LoaderInit) + atlas->FontLoader->LoaderInit(atlas); + + ImFontAtlasBuildUpdateRendererHasTexturesFromContext(atlas); + + ImFontAtlasPackInit(atlas); + + // Add required texture data + ImFontAtlasBuildUpdateLinesTexData(atlas); + ImFontAtlasBuildUpdateBasicTexData(atlas); + + // Register fonts + ImFontAtlasBuildUpdatePointers(atlas); + + // Update UV coordinates etc. stored in bound ImDrawListSharedData instance + ImFontAtlasUpdateDrawListsSharedData(atlas); + + //atlas->TexIsBuilt = true; + + // Lazily initialize char/text classifier + // FIXME: This could be practically anywhere, and should eventually be parameters to CalcTextSize/word-wrapping code, but there's no obvious spot now. + ImTextInitClassifiers(); +} + +// Destroy builder and all cached glyphs. Do not destroy actual fonts. +void ImFontAtlasBuildDestroy(ImFontAtlas* atlas) +{ + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontDestroyOutput(atlas, font); + if (atlas->Builder && atlas->FontLoader && atlas->FontLoader->LoaderShutdown) + { + atlas->FontLoader->LoaderShutdown(atlas); + IM_ASSERT(atlas->FontLoaderData == NULL); + } + IM_DELETE(atlas->Builder); + atlas->Builder = NULL; +} + +void ImFontAtlasPackInit(ImFontAtlas * atlas) +{ + ImTextureData* tex = atlas->TexData; + ImFontAtlasBuilder* builder = atlas->Builder; + + // In theory we could decide to reduce the number of nodes, e.g. halve them, and waste a little texture space, but it doesn't seem worth it. + const int pack_node_count = tex->Width / 2; + builder->PackNodes.resize(pack_node_count); + IM_STATIC_ASSERT(sizeof(stbrp_context) <= sizeof(stbrp_context_opaque)); + stbrp_init_target((stbrp_context*)(void*)&builder->PackContext, tex->Width, tex->Height, builder->PackNodes.Data, builder->PackNodes.Size); + builder->RectsPackedSurface = builder->RectsPackedCount = 0; + builder->MaxRectSize = ImVec2i(0, 0); + builder->MaxRectBounds = ImVec2i(0, 0); +} + +// This is essentially a free-list pattern, it may be nice to wrap it into a dedicated type. +static ImFontAtlasRectId ImFontAtlasPackAllocRectEntry(ImFontAtlas* atlas, int rect_idx) +{ + ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder; + int index_idx; + ImFontAtlasRectEntry* index_entry; + if (builder->RectsIndexFreeListStart < 0) + { + builder->RectsIndex.resize(builder->RectsIndex.Size + 1); + index_idx = builder->RectsIndex.Size - 1; + index_entry = &builder->RectsIndex[index_idx]; + memset(index_entry, 0, sizeof(*index_entry)); + } + else + { + index_idx = builder->RectsIndexFreeListStart; + index_entry = &builder->RectsIndex[index_idx]; + IM_ASSERT(index_entry->IsUsed == false && index_entry->Generation > 0); // Generation is incremented during DiscardRect + builder->RectsIndexFreeListStart = index_entry->TargetIndex; + } + index_entry->TargetIndex = rect_idx; + index_entry->IsUsed = 1; + return ImFontAtlasRectId_Make(index_idx, index_entry->Generation); +} + +// Overwrite existing entry +static ImFontAtlasRectId ImFontAtlasPackReuseRectEntry(ImFontAtlas* atlas, ImFontAtlasRectEntry* index_entry) +{ + IM_ASSERT(index_entry->IsUsed); + index_entry->TargetIndex = atlas->Builder->Rects.Size - 1; + int index_idx = atlas->Builder->RectsIndex.index_from_ptr(index_entry); + return ImFontAtlasRectId_Make(index_idx, index_entry->Generation); +} + +// This is expected to be called in batches and followed by a repack +void ImFontAtlasPackDiscardRect(ImFontAtlas* atlas, ImFontAtlasRectId id) +{ + IM_ASSERT(id != ImFontAtlasRectId_Invalid); + + ImTextureRect* rect = ImFontAtlasPackGetRect(atlas, id); + if (rect == NULL) + return; + + ImFontAtlasBuilder* builder = atlas->Builder; + int index_idx = ImFontAtlasRectId_GetIndex(id); + ImFontAtlasRectEntry* index_entry = &builder->RectsIndex[index_idx]; + IM_ASSERT(index_entry->IsUsed && index_entry->TargetIndex >= 0); + index_entry->IsUsed = false; + index_entry->TargetIndex = builder->RectsIndexFreeListStart; + index_entry->Generation++; + if (index_entry->Generation == 0) + index_entry->Generation++; // Keep non-zero on overflow + + const int pack_padding = atlas->TexGlyphPadding; + builder->RectsIndexFreeListStart = index_idx; + builder->RectsDiscardedCount++; + builder->RectsDiscardedSurface += (rect->w + pack_padding) * (rect->h + pack_padding); + rect->w = rect->h = 0; // Clear rectangle so it won't be packed again +} + +// Important: Calling this may recreate a new texture and therefore change atlas->TexData +// FIXME-NEWFONTS: Expose other glyph padding settings for custom alteration (e.g. drop shadows). See #7962 +ImFontAtlasRectId ImFontAtlasPackAddRect(ImFontAtlas* atlas, int w, int h, ImFontAtlasRectEntry* overwrite_entry) +{ + IM_ASSERT(w > 0 && w <= 0xFFFF); + IM_ASSERT(h > 0 && h <= 0xFFFF); + + ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder; + const int pack_padding = atlas->TexGlyphPadding; + builder->MaxRectSize.x = ImMax(builder->MaxRectSize.x, w); + builder->MaxRectSize.y = ImMax(builder->MaxRectSize.y, h); + + // Pack + ImTextureRect r = { 0, 0, (unsigned short)w, (unsigned short)h }; + for (int attempts_remaining = 3; attempts_remaining >= 0; attempts_remaining--) + { + // Try packing + stbrp_rect pack_r = {}; + pack_r.w = w + pack_padding; + pack_r.h = h + pack_padding; + stbrp_pack_rects((stbrp_context*)(void*)&builder->PackContext, &pack_r, 1); + r.x = (unsigned short)pack_r.x; + r.y = (unsigned short)pack_r.y; + if (pack_r.was_packed) + break; + + // If we ran out of attempts, return fallback + if (attempts_remaining == 0 || builder->LockDisableResize) + { + IMGUI_DEBUG_LOG_FONT("[font] Failed packing %dx%d rectangle. Returning fallback.\n", w, h); + return ImFontAtlasRectId_Invalid; + } + + // Resize or repack atlas! (this should be a rare event) + ImFontAtlasTextureMakeSpace(atlas); + } + + builder->MaxRectBounds.x = ImMax(builder->MaxRectBounds.x, r.x + r.w + pack_padding); + builder->MaxRectBounds.y = ImMax(builder->MaxRectBounds.y, r.y + r.h + pack_padding); + builder->RectsPackedCount++; + builder->RectsPackedSurface += (w + pack_padding) * (h + pack_padding); + + builder->Rects.push_back(r); + if (overwrite_entry != NULL) + return ImFontAtlasPackReuseRectEntry(atlas, overwrite_entry); // Write into an existing entry instead of adding one (used during repack) + else + return ImFontAtlasPackAllocRectEntry(atlas, builder->Rects.Size - 1); +} + +// Generally for non-user facing functions: assert on invalid ID. +ImTextureRect* ImFontAtlasPackGetRect(ImFontAtlas* atlas, ImFontAtlasRectId id) +{ + IM_ASSERT(id != ImFontAtlasRectId_Invalid); + int index_idx = ImFontAtlasRectId_GetIndex(id); + ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder; + ImFontAtlasRectEntry* index_entry = &builder->RectsIndex[index_idx]; + IM_ASSERT(index_entry->Generation == ImFontAtlasRectId_GetGeneration(id)); + IM_ASSERT(index_entry->IsUsed); + return &builder->Rects[index_entry->TargetIndex]; +} + +// For user-facing functions: return NULL on invalid ID. +// Important: return pointer is valid until next call to AddRect(), e.g. FindGlyph(), CalcTextSize() can all potentially invalidate previous pointers. +ImTextureRect* ImFontAtlasPackGetRectSafe(ImFontAtlas* atlas, ImFontAtlasRectId id) +{ + if (id == ImFontAtlasRectId_Invalid) + return NULL; + int index_idx = ImFontAtlasRectId_GetIndex(id); + if (atlas->Builder == NULL) + ImFontAtlasBuildInit(atlas); + ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder; + IM_MSVC_WARNING_SUPPRESS(28182); // Static Analysis false positive "warning C28182: Dereferencing NULL pointer 'builder'" + if (index_idx >= builder->RectsIndex.Size) + return NULL; + ImFontAtlasRectEntry* index_entry = &builder->RectsIndex[index_idx]; + if (index_entry->Generation != ImFontAtlasRectId_GetGeneration(id) || !index_entry->IsUsed) + return NULL; + return &builder->Rects[index_entry->TargetIndex]; +} + +// Important! This assume by ImFontConfig::GlyphExcludeRanges[] is a SMALL ARRAY (e.g. <10 entries) +// Use "Input Glyphs Overlap Detection Tool" to display a list of glyphs provided by multiple sources in order to set this array up. +static bool ImFontAtlasBuildAcceptCodepointForSource(ImFontConfig* src, ImWchar codepoint) +{ + if (const ImWchar* exclude_list = src->GlyphExcludeRanges) + for (; exclude_list[0] != 0; exclude_list += 2) + if (codepoint >= exclude_list[0] && codepoint <= exclude_list[1]) + return false; + return true; +} + +static void ImFontBaked_BuildGrowIndex(ImFontBaked* baked, int new_size) +{ + IM_ASSERT(baked->IndexAdvanceX.Size == baked->IndexLookup.Size); + if (new_size <= baked->IndexLookup.Size) + return; + baked->IndexAdvanceX.resize(new_size, -1.0f); + baked->IndexLookup.resize(new_size, IM_FONTGLYPH_INDEX_UNUSED); +} + +static void ImFontAtlas_FontHookRemapCodepoint(ImFontAtlas* atlas, ImFont* font, ImWchar* c) +{ + IM_UNUSED(atlas); + if (font->RemapPairs.Data.Size != 0) + *c = (ImWchar)font->RemapPairs.GetInt((ImGuiID)*c, (int)*c); +} + +static ImFontGlyph* ImFontBaked_BuildLoadGlyph(ImFontBaked* baked, ImWchar codepoint, float* only_load_advance_x) +{ + ImFont* font = baked->OwnerFont; + ImFontAtlas* atlas = font->OwnerAtlas; + if (atlas->Locked || (font->Flags & ImFontFlags_NoLoadGlyphs)) + { + // Lazily load fallback glyph + if (baked->FallbackGlyphIndex == -1 && baked->LoadNoFallback == 0) + ImFontAtlasBuildSetupFontBakedFallback(baked); + return NULL; + } + + // User remapping hooks + ImWchar src_codepoint = codepoint; + ImFontAtlas_FontHookRemapCodepoint(atlas, font, &codepoint); + + //char utf8_buf[5]; + //IMGUI_DEBUG_LOG("[font] BuildLoadGlyph U+%04X (%s)\n", (unsigned int)codepoint, ImTextCharToUtf8(utf8_buf, (unsigned int)codepoint)); + + // Special hook + // FIXME-NEWATLAS: it would be nicer if this used a more standardized way of hooking + if (codepoint == font->EllipsisChar && font->EllipsisAutoBake) + if (ImFontGlyph* glyph = ImFontAtlasBuildSetupFontBakedEllipsis(atlas, baked)) + return glyph; + + // Call backend + char* loader_user_data_p = (char*)baked->FontLoaderDatas; + int src_n = 0; + for (ImFontConfig* src : font->Sources) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (!src->GlyphExcludeRanges || ImFontAtlasBuildAcceptCodepointForSource(src, codepoint)) + { + if (only_load_advance_x == NULL) + { + ImFontGlyph glyph_buf; + if (loader->FontBakedLoadGlyph(atlas, src, baked, loader_user_data_p, codepoint, &glyph_buf, NULL)) + { + // FIXME: Add hooks for e.g. #7962 + glyph_buf.Codepoint = src_codepoint; + glyph_buf.SourceIdx = src_n; + return ImFontAtlasBakedAddFontGlyph(atlas, baked, src, &glyph_buf); + } + } + else + { + // Special mode but only loading glyphs metrics. Will rasterize and pack later. + if (loader->FontBakedLoadGlyph(atlas, src, baked, loader_user_data_p, codepoint, NULL, only_load_advance_x)) + { + ImFontAtlasBakedAddFontGlyphAdvancedX(atlas, baked, src, codepoint, *only_load_advance_x); + return NULL; + } + } + } + loader_user_data_p += loader->FontBakedSrcLoaderDataSize; + src_n++; + } + + // Lazily load fallback glyph + if (baked->LoadNoFallback) + return NULL; + if (baked->FallbackGlyphIndex == -1) + ImFontAtlasBuildSetupFontBakedFallback(baked); + + // Mark index as not found, so we don't attempt the search twice + ImFontBaked_BuildGrowIndex(baked, codepoint + 1); + baked->IndexAdvanceX[codepoint] = baked->FallbackAdvanceX; + baked->IndexLookup[codepoint] = IM_FONTGLYPH_INDEX_NOT_FOUND; + return NULL; +} + +static float ImFontBaked_BuildLoadGlyphAdvanceX(ImFontBaked* baked, ImWchar codepoint) +{ + if (baked->Size >= IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE || baked->LoadNoRenderOnLayout) + { + // First load AdvanceX value used by CalcTextSize() API then load the rest when loaded by drawing API. + float only_advance_x = 0.0f; + ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(baked, (ImWchar)codepoint, &only_advance_x); + return glyph ? glyph->AdvanceX : only_advance_x; + } + else + { + ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(baked, (ImWchar)codepoint, NULL); + return glyph ? glyph->AdvanceX : baked->FallbackAdvanceX; + } +} + +// The point of this indirection is to not be inlined in debug mode in order to not bloat inner loop.b +IM_MSVC_RUNTIME_CHECKS_OFF +static float BuildLoadGlyphGetAdvanceOrFallback(ImFontBaked* baked, unsigned int codepoint) +{ + return ImFontBaked_BuildLoadGlyphAdvanceX(baked, (ImWchar)codepoint); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +void ImFontAtlasDebugLogTextureRequests(ImFontAtlas* atlas) +{ + // [DEBUG] Log texture update requests + ImGuiContext& g = *GImGui; + IM_UNUSED(g); + for (ImTextureData* tex : atlas->TexList) + { + if ((g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0) + IM_ASSERT(tex->Updates.Size == 0); + if (tex->Status == ImTextureStatus_WantCreate) + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: create %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + else if (tex->Status == ImTextureStatus_WantDestroy) + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: destroy %dx%d, texid=0x%" IM_PRIX64 ", backend_data=%p\n", tex->UniqueID, tex->Width, tex->Height, ImGui::DebugTextureIDToU64(tex->TexID), tex->BackendUserData); + else if (tex->Status == ImTextureStatus_WantUpdates) + { + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: update %d regions, texid=0x%" IM_PRIX64 ", backend_data=0x%" IM_PRIX64 "\n", tex->UniqueID, tex->Updates.Size, ImGui::DebugTextureIDToU64(tex->TexID), (ImU64)(intptr_t)tex->BackendUserData); + for (const ImTextureRect& r : tex->Updates) + { + IM_UNUSED(r); + IM_ASSERT(r.x >= 0 && r.y >= 0); + IM_ASSERT(r.x + r.w <= tex->Width && r.y + r.h <= tex->Height); // In theory should subtract PackPadding but it's currently part of atlas and mid-frame change would wreck assert. + //IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: update (% 4d..%-4d)->(% 4d..%-4d), texid=0x%" IM_PRIX64 ", backend_data=0x%" IM_PRIX64 "\n", tex->UniqueID, r.x, r.y, r.x + r.w, r.y + r.h, ImGui::DebugTextureIDToU64(tex->TexID), (ImU64)(intptr_t)tex->BackendUserData); + } + } + } +} +#endif + +//------------------------------------------------------------------------- +// [SECTION] ImFontAtlas: backend for stb_truetype +//------------------------------------------------------------------------- +// (imstb_truetype.h in included near the top of this file, when IMGUI_ENABLE_STB_TRUETYPE is set) +//------------------------------------------------------------------------- + +#ifdef IMGUI_ENABLE_STB_TRUETYPE + +// One for each ConfigData +struct ImGui_ImplStbTrueType_FontSrcData +{ + stbtt_fontinfo FontInfo; + float ScaleFactor; +}; + +static bool ImGui_ImplStbTrueType_FontSrcInit(ImFontAtlas* atlas, ImFontConfig* src) +{ + IM_UNUSED(atlas); + + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = IM_NEW(ImGui_ImplStbTrueType_FontSrcData); + IM_ASSERT(src->FontLoaderData == NULL); + + // Initialize helper structure for font loading and verify that the TTF/OTF data is correct + const int font_offset = stbtt_GetFontOffsetForIndex((const unsigned char*)src->FontData, src->FontNo); + if (font_offset < 0) + { + IM_DELETE(bd_font_data); + IM_ASSERT_USER_ERROR(0, "stbtt_GetFontOffsetForIndex(): FontData is incorrect, or FontNo cannot be found."); + return false; + } + if (!stbtt_InitFont(&bd_font_data->FontInfo, (const unsigned char*)src->FontData, font_offset)) + { + IM_DELETE(bd_font_data); + IM_ASSERT_USER_ERROR(0, "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize."); + return false; + } + src->FontLoaderData = bd_font_data; + + const float ref_size = src->DstFont->Sources[0]->SizePixels; + if (src->MergeMode && src->SizePixels == 0.0f) + src->SizePixels = ref_size; + + bd_font_data->ScaleFactor = stbtt_ScaleForPixelHeight(&bd_font_data->FontInfo, 1.0f); + if (src->MergeMode && src->SizePixels != 0.0f && ref_size != 0.0f) + bd_font_data->ScaleFactor *= src->SizePixels / ref_size; // FIXME-NEWATLAS: Should tidy up that a bit + bd_font_data->ScaleFactor *= src->ExtraSizeScale; + + return true; +} + +static void ImGui_ImplStbTrueType_FontSrcDestroy(ImFontAtlas* atlas, ImFontConfig* src) +{ + IM_UNUSED(atlas); + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData; + IM_DELETE(bd_font_data); + src->FontLoaderData = NULL; +} + +static bool ImGui_ImplStbTrueType_FontSrcContainsGlyph(ImFontAtlas* atlas, ImFontConfig* src, ImWchar codepoint) +{ + IM_UNUSED(atlas); + + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData; + IM_ASSERT(bd_font_data != NULL); + + int glyph_index = stbtt_FindGlyphIndex(&bd_font_data->FontInfo, (int)codepoint); + return glyph_index != 0; +} + +static bool ImGui_ImplStbTrueType_FontBakedInit(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void*) +{ + IM_UNUSED(atlas); + + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData; + if (src->MergeMode == false) + { + // FIXME-NEWFONTS: reevaluate how to use sizing metrics + // FIXME-NEWFONTS: make use of line gap value + const float scale_for_layout = bd_font_data->ScaleFactor * baked->Size / src->ExtraSizeScale; + int unscaled_ascent, unscaled_descent, unscaled_line_gap; + stbtt_GetFontVMetrics(&bd_font_data->FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); + baked->Ascent = ImCeil(unscaled_ascent * scale_for_layout); + baked->Descent = ImFloor(unscaled_descent * scale_for_layout); + } + return true; +} + +static bool ImGui_ImplStbTrueType_FontBakedLoadGlyph(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void*, ImWchar codepoint, ImFontGlyph* out_glyph, float* out_advance_x) +{ + // Search for first font which has the glyph + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData; + IM_ASSERT(bd_font_data); + int glyph_index = stbtt_FindGlyphIndex(&bd_font_data->FontInfo, (int)codepoint); + if (glyph_index == 0) + return false; + + // Fonts unit to pixels + int oversample_h, oversample_v; + ImFontAtlasBuildGetOversampleFactors(src, baked, &oversample_h, &oversample_v); + const float scale_for_layout = bd_font_data->ScaleFactor * baked->Size; + const float rasterizer_density = src->RasterizerDensity * baked->RasterizerDensity; + const float scale_for_raster_x = bd_font_data->ScaleFactor * baked->Size * rasterizer_density * oversample_h; + const float scale_for_raster_y = bd_font_data->ScaleFactor * baked->Size * rasterizer_density * oversample_v; + + // Obtain size and advance + int x0, y0, x1, y1; + int advance, lsb; + stbtt_GetGlyphBitmapBoxSubpixel(&bd_font_data->FontInfo, glyph_index, scale_for_raster_x, scale_for_raster_y, 0, 0, &x0, &y0, &x1, &y1); + stbtt_GetGlyphHMetrics(&bd_font_data->FontInfo, glyph_index, &advance, &lsb); + + // Load metrics only mode + if (out_advance_x != NULL) + { + IM_ASSERT(out_glyph == NULL); + *out_advance_x = advance * scale_for_layout; + return true; + } + + // Prepare glyph + out_glyph->Codepoint = codepoint; + out_glyph->AdvanceX = advance * scale_for_layout; + + // Pack and retrieve position inside texture atlas + // (generally based on stbtt_PackFontRangesRenderIntoRects) + const bool is_visible = (x0 != x1 && y0 != y1); + if (is_visible) + { + const int w = (x1 - x0 + oversample_h - 1); + const int h = (y1 - y0 + oversample_v - 1); + ImFontAtlasRectId pack_id = ImFontAtlasPackAddRect(atlas, w, h); + if (pack_id == ImFontAtlasRectId_Invalid) + { + // Pathological out of memory case (TexMaxWidth/TexMaxHeight set too small?) + IM_ASSERT(pack_id != ImFontAtlasRectId_Invalid && "Out of texture memory."); + return false; + } + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, pack_id); + + // Render + stbtt_GetGlyphBitmapBox(&bd_font_data->FontInfo, glyph_index, scale_for_raster_x, scale_for_raster_y, &x0, &y0, &x1, &y1); + ImFontAtlasBuilder* builder = atlas->Builder; + builder->TempBuffer.resize(w * h * 1); + unsigned char* bitmap_pixels = builder->TempBuffer.Data; + memset(bitmap_pixels, 0, w * h * 1); + + // Render with oversampling + // (those functions conveniently assert if pixels are not cleared, which is another safety layer) + float sub_x, sub_y; + stbtt_MakeGlyphBitmapSubpixelPrefilter(&bd_font_data->FontInfo, bitmap_pixels, w, h, w, + scale_for_raster_x, scale_for_raster_y, 0, 0, oversample_h, oversample_v, &sub_x, &sub_y, glyph_index); + + const float ref_size = baked->OwnerFont->Sources[0]->SizePixels; + const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f; + float font_off_x = ImFloor(src->GlyphOffset.x * offsets_scale + 0.5f); // Snap scaled offset. + float font_off_y = ImFloor(src->GlyphOffset.y * offsets_scale + 0.5f); + font_off_x += sub_x; + font_off_y += sub_y + IM_ROUND(baked->Ascent); + float recip_h = 1.0f / (oversample_h * rasterizer_density); + float recip_v = 1.0f / (oversample_v * rasterizer_density); + + // Register glyph + // r->x r->y are coordinates inside texture (in pixels) + // glyph.X0, glyph.Y0 are drawing coordinates from base text position, and accounting for oversampling. + out_glyph->X0 = x0 * recip_h + font_off_x; + out_glyph->Y0 = y0 * recip_v + font_off_y; + out_glyph->X1 = (x0 + (int)r->w) * recip_h + font_off_x; + out_glyph->Y1 = (y0 + (int)r->h) * recip_v + font_off_y; + out_glyph->Visible = true; + out_glyph->PackId = pack_id; + ImFontAtlasBakedSetFontGlyphBitmap(atlas, baked, src, out_glyph, r, bitmap_pixels, ImTextureFormat_Alpha8, w); + } + + return true; +} + +const ImFontLoader* ImFontAtlasGetFontLoaderForStbTruetype() +{ + static ImFontLoader loader; + loader.Name = "stb_truetype"; + loader.FontSrcInit = ImGui_ImplStbTrueType_FontSrcInit; + loader.FontSrcDestroy = ImGui_ImplStbTrueType_FontSrcDestroy; + loader.FontSrcContainsGlyph = ImGui_ImplStbTrueType_FontSrcContainsGlyph; + loader.FontBakedInit = ImGui_ImplStbTrueType_FontBakedInit; + loader.FontBakedDestroy = NULL; + loader.FontBakedLoadGlyph = ImGui_ImplStbTrueType_FontBakedLoadGlyph; + return &loader; +} + +#endif // IMGUI_ENABLE_STB_TRUETYPE + +//------------------------------------------------------------------------- +// [SECTION] ImFontAtlas: glyph ranges helpers +//------------------------------------------------------------------------- +// - GetGlyphRangesDefault() +// Obsolete functions since 1.92: +// - GetGlyphRangesGreek() +// - GetGlyphRangesKorean() +// - GetGlyphRangesChineseFull() +// - GetGlyphRangesChineseSimplifiedCommon() +// - GetGlyphRangesJapanese() +// - GetGlyphRangesCyrillic() +// - GetGlyphRangesThai() +// - GetGlyphRangesVietnamese() +//----------------------------------------------------------------------------- + // Retrieve list of range (2 int per range, values are inclusive) const ImWchar* ImFontAtlas::GetGlyphRangesDefault() { @@ -2940,6 +4844,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesDefault() return &ranges[0]; } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS const ImWchar* ImFontAtlas::GetGlyphRangesGreek() { static const ImWchar ranges[] = @@ -2990,10 +4895,6 @@ static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* out_ranges[0] = 0; } -//------------------------------------------------------------------------- -// [SECTION] ImFontAtlas glyph ranges helpers -//------------------------------------------------------------------------- - const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() { // Store 2500 regularly used characters for Simplified Chinese. @@ -3053,11 +4954,11 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() 0xFF00, 0xFFEF, // Half-width characters 0xFFFD, 0xFFFD // Invalid }; - static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; + static ImWchar full_ranges[IM_COUNTOF(base_ranges) + IM_COUNTOF(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; if (!full_ranges[0]) { memcpy(full_ranges, base_ranges, sizeof(base_ranges)); - UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_COUNTOF(accumulative_offsets_from_0x4E00), full_ranges + IM_COUNTOF(base_ranges)); } return &full_ranges[0]; } @@ -3143,11 +5044,11 @@ const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() 0xFF00, 0xFFEF, // Half-width characters 0xFFFD, 0xFFFD // Invalid }; - static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; + static ImWchar full_ranges[IM_COUNTOF(base_ranges) + IM_COUNTOF(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; if (!full_ranges[0]) { memcpy(full_ranges, base_ranges, sizeof(base_ranges)); - UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_COUNTOF(accumulative_offsets_from_0x4E00), full_ranges + IM_COUNTOF(base_ranges)); } return &full_ranges[0]; } @@ -3193,6 +5094,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() }; return &ranges[0]; } +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS //----------------------------------------------------------------------------- // [SECTION] ImFontGlyphRangesBuilder @@ -3200,7 +5102,9 @@ const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) { - while (text_end ? (text < text_end) : *text) + if (text_end == NULL) + text_end = text + strlen(text); + while (text < text_end) { unsigned int c = 0; int c_len = ImTextCharFromUtf8(&c, text, text_end); @@ -3233,26 +5137,32 @@ void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) } //----------------------------------------------------------------------------- -// [SECTION] ImFont +// [SECTION] ImFontBaked, ImFont //----------------------------------------------------------------------------- +ImFontBaked::ImFontBaked() +{ + memset((void*)this, 0, sizeof(*this)); + FallbackGlyphIndex = -1; +} + +void ImFontBaked::ClearOutputData() +{ + FallbackAdvanceX = 0.0f; + Glyphs.clear(); + IndexAdvanceX.clear(); + IndexLookup.clear(); + FallbackGlyphIndex = -1; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; +} + ImFont::ImFont() { - FontSize = 0.0f; - FallbackAdvanceX = 0.0f; - FallbackChar = (ImWchar)-1; - EllipsisChar = (ImWchar)-1; - EllipsisWidth = EllipsisCharStep = 0.0f; - EllipsisCharCount = 0; - FallbackGlyph = NULL; - ContainerAtlas = NULL; - ConfigData = NULL; - ConfigDataCount = 0; - DirtyLookupTables = false; + memset((void*)this, 0, sizeof(*this)); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS Scale = 1.0f; - Ascent = Descent = 0.0f; - MetricsTotalSurface = 0; - memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); +#endif } ImFont::~ImFont() @@ -3260,259 +5170,358 @@ ImFont::~ImFont() ClearOutputData(); } -void ImFont::ClearOutputData() +void ImFont::ClearOutputData() { - FontSize = 0.0f; - FallbackAdvanceX = 0.0f; - Glyphs.clear(); - IndexAdvanceX.clear(); - IndexLookup.clear(); - FallbackGlyph = NULL; - ContainerAtlas = NULL; - DirtyLookupTables = true; - Ascent = Descent = 0.0f; - MetricsTotalSurface = 0; + if (ImFontAtlas* atlas = OwnerAtlas) + ImFontAtlasFontDiscardBakes(atlas, this, 0); + //FallbackChar = EllipsisChar = 0; + memset(Used8kPagesMap, 0, sizeof(Used8kPagesMap)); + LastBaked = NULL; } -static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count) -{ - for (int n = 0; n < candidate_chars_count; n++) - if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL) - return candidate_chars[n]; - return (ImWchar)-1; -} - -void ImFont::BuildLookupTable() -{ - int max_codepoint = 0; - for (int i = 0; i != Glyphs.Size; i++) - max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); - - // Build lookup table - IM_ASSERT(Glyphs.Size > 0 && "Font has not loaded glyph!"); - IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved - IndexAdvanceX.clear(); - IndexLookup.clear(); - DirtyLookupTables = false; - memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); - GrowIndex(max_codepoint + 1); - for (int i = 0; i < Glyphs.Size; i++) - { - int codepoint = (int)Glyphs[i].Codepoint; - IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; - IndexLookup[codepoint] = (ImWchar)i; - - // Mark 4K page as used - const int page_n = codepoint / 4096; - Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7); - } - - // Create a glyph to handle TAB - // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) - if (FindGlyph((ImWchar)' ')) - { - if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky) - Glyphs.resize(Glyphs.Size + 1); - ImFontGlyph& tab_glyph = Glyphs.back(); - tab_glyph = *FindGlyph((ImWchar)' '); - tab_glyph.Codepoint = '\t'; - tab_glyph.AdvanceX *= IM_TABSIZE; - IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; - IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1); - } - - // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons) - SetGlyphVisible((ImWchar)' ', false); - SetGlyphVisible((ImWchar)'\t', false); - - // Setup Fallback character - const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; - FallbackGlyph = FindGlyphNoFallback(FallbackChar); - if (FallbackGlyph == NULL) - { - FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars)); - FallbackGlyph = FindGlyphNoFallback(FallbackChar); - if (FallbackGlyph == NULL) - { - FallbackGlyph = &Glyphs.back(); - FallbackChar = (ImWchar)FallbackGlyph->Codepoint; - } - } - FallbackAdvanceX = FallbackGlyph->AdvanceX; - for (int i = 0; i < max_codepoint + 1; i++) - if (IndexAdvanceX[i] < 0.0f) - IndexAdvanceX[i] = FallbackAdvanceX; - - // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). - // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. - // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. - const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; - const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E }; - if (EllipsisChar == (ImWchar)-1) - EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars)); - const ImWchar dot_char = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars)); - if (EllipsisChar != (ImWchar)-1) - { - EllipsisCharCount = 1; - EllipsisWidth = EllipsisCharStep = FindGlyph(EllipsisChar)->X1; - } - else if (dot_char != (ImWchar)-1) - { - const ImFontGlyph* glyph = FindGlyph(dot_char); - EllipsisChar = dot_char; - EllipsisCharCount = 3; - EllipsisCharStep = (glyph->X1 - glyph->X0) + 1.0f; - EllipsisWidth = EllipsisCharStep * 3.0f - 1.0f; - } -} - -// API is designed this way to avoid exposing the 4K page size +// API is designed this way to avoid exposing the 8K page size // e.g. use with IsGlyphRangeUnused(0, 255) bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last) { - unsigned int page_begin = (c_begin / 4096); - unsigned int page_last = (c_last / 4096); + unsigned int page_begin = (c_begin / 8192); + unsigned int page_last = (c_last / 8192); for (unsigned int page_n = page_begin; page_n <= page_last; page_n++) - if ((page_n >> 3) < sizeof(Used4kPagesMap)) - if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7))) + if ((page_n >> 3) < sizeof(Used8kPagesMap)) + if (Used8kPagesMap[page_n >> 3] & (1 << (page_n & 7))) return false; return true; } -void ImFont::SetGlyphVisible(ImWchar c, bool visible) -{ - if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c)) - glyph->Visible = visible ? 1 : 0; -} - -void ImFont::GrowIndex(int new_size) -{ - IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); - if (new_size <= IndexLookup.Size) - return; - IndexAdvanceX.resize(new_size, -1.0f); - IndexLookup.resize(new_size, (ImWchar)-1); -} - // x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. // Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). -// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font. -void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) +// - 'src' is not necessarily == 'this->Sources' because multiple source fonts+configs can be used to build one target font. +ImFontGlyph* ImFontAtlasBakedAddFontGlyph(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, const ImFontGlyph* in_glyph) { - if (cfg != NULL) + int glyph_idx = baked->Glyphs.Size; + baked->Glyphs.push_back(*in_glyph); + ImFontGlyph* glyph = &baked->Glyphs[glyph_idx]; + IM_ASSERT(baked->Glyphs.Size < 0xFFFE); // IndexLookup[] hold 16-bit values and -1/-2 are reserved. + + // Set UV from packed rectangle + if (glyph->PackId != ImFontAtlasRectId_Invalid) + { + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, glyph->PackId); + IM_ASSERT(glyph->U0 == 0.0f && glyph->V0 == 0.0f && glyph->U1 == 0.0f && glyph->V1 == 0.0f); + glyph->U0 = (r->x) * atlas->TexUvScale.x; + glyph->V0 = (r->y) * atlas->TexUvScale.y; + glyph->U1 = (r->x + r->w) * atlas->TexUvScale.x; + glyph->V1 = (r->y + r->h) * atlas->TexUvScale.y; + baked->MetricsTotalSurface += r->w * r->h; + } + + if (src != NULL) { // Clamp & recenter if needed - const float advance_x_original = advance_x; - advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX); - if (advance_x != advance_x_original) + const float ref_size = baked->OwnerFont->Sources[0]->SizePixels; + const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f; + float advance_x = ImClamp(glyph->AdvanceX, src->GlyphMinAdvanceX * offsets_scale, src->GlyphMaxAdvanceX * offsets_scale); + if (advance_x != glyph->AdvanceX) { - float char_off_x = cfg->PixelSnapH ? ImFloor((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; - x0 += char_off_x; - x1 += char_off_x; + float char_off_x = src->PixelSnapH ? ImTrunc((advance_x - glyph->AdvanceX) * 0.5f) : (advance_x - glyph->AdvanceX) * 0.5f; + glyph->X0 += char_off_x; + glyph->X1 += char_off_x; } // Snap to pixel - if (cfg->PixelSnapH) + if (src->PixelSnapH) advance_x = IM_ROUND(advance_x); // Bake spacing - advance_x += cfg->GlyphExtraSpacing.x; + glyph->AdvanceX = advance_x + src->GlyphExtraAdvanceX; + } + if (glyph->Colored) + atlas->TexPixelsUseColors = atlas->TexData->UseColors = true; + + // Update lookup tables + const int codepoint = glyph->Codepoint; + ImFontBaked_BuildGrowIndex(baked, codepoint + 1); + baked->IndexAdvanceX[codepoint] = glyph->AdvanceX; + baked->IndexLookup[codepoint] = (ImU16)glyph_idx; + const int page_n = codepoint / 8192; + baked->OwnerFont->Used8kPagesMap[page_n >> 3] |= 1 << (page_n & 7); + + return glyph; +} + +// FIXME: Code is duplicated with code above. +void ImFontAtlasBakedAddFontGlyphAdvancedX(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImWchar codepoint, float advance_x) +{ + IM_UNUSED(atlas); + if (src != NULL) + { + // Clamp & recenter if needed + const float ref_size = baked->OwnerFont->Sources[0]->SizePixels; + const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f; + advance_x = ImClamp(advance_x, src->GlyphMinAdvanceX * offsets_scale, src->GlyphMaxAdvanceX * offsets_scale); + + // Snap to pixel + if (src->PixelSnapH) + advance_x = IM_ROUND(advance_x); + + // Bake spacing + advance_x += src->GlyphExtraAdvanceX; } - Glyphs.resize(Glyphs.Size + 1); - ImFontGlyph& glyph = Glyphs.back(); - glyph.Codepoint = (unsigned int)codepoint; - glyph.Visible = (x0 != x1) && (y0 != y1); - glyph.Colored = false; - glyph.X0 = x0; - glyph.Y0 = y0; - glyph.X1 = x1; - glyph.Y1 = y1; - glyph.U0 = u0; - glyph.V0 = v0; - glyph.U1 = u1; - glyph.V1 = v1; - glyph.AdvanceX = advance_x; - - // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) - // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling. - float pad = ContainerAtlas->TexGlyphPadding + 0.99f; - DirtyLookupTables = true; - MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad); + ImFontBaked_BuildGrowIndex(baked, codepoint + 1); + baked->IndexAdvanceX[codepoint] = advance_x; } -void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) +// Copy to texture, post-process and queue update for backend +void ImFontAtlasBakedSetFontGlyphBitmap(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImFontGlyph* glyph, ImTextureRect* r, const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch) { - IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. - unsigned int index_size = (unsigned int)IndexLookup.Size; - - if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists - return; - if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op - return; - - GrowIndex(dst + 1); - IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1; - IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f; + ImTextureData* tex = atlas->TexData; + IM_ASSERT(r->x + r->w <= tex->Width && r->y + r->h <= tex->Height); + ImFontAtlasTextureBlockConvert(src_pixels, src_fmt, src_pitch, (unsigned char*)tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h); + ImFontAtlasPostProcessData pp_data = { atlas, baked->OwnerFont, src, baked, glyph, tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h }; + ImFontAtlasTextureBlockPostProcess(&pp_data); + ImFontAtlasTextureBlockQueueUpload(atlas, tex, r->x, r->y, r->w, r->h); } -const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const +void ImFont::AddRemapChar(ImWchar from_codepoint, ImWchar to_codepoint) { - if (c >= (size_t)IndexLookup.Size) - return FallbackGlyph; - const ImWchar i = IndexLookup.Data[c]; - if (i == (ImWchar)-1) - return FallbackGlyph; - return &Glyphs.Data[i]; + RemapPairs.SetInt((ImGuiID)from_codepoint, (int)to_codepoint); } -const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const +// Find glyph, load if necessary, return fallback if missing +ImFontGlyph* ImFontBaked::FindGlyph(ImWchar c) { - if (c >= (size_t)IndexLookup.Size) + if (c < (size_t)IndexLookup.Size) IM_LIKELY + { + const int i = (int)IndexLookup.Data[c]; + if (i == IM_FONTGLYPH_INDEX_NOT_FOUND) + return &Glyphs.Data[FallbackGlyphIndex]; + if (i != IM_FONTGLYPH_INDEX_UNUSED) + return &Glyphs.Data[i]; + } + ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(this, c, NULL); + return glyph ? glyph : &Glyphs.Data[FallbackGlyphIndex]; +} + +// Attempt to load but when missing, return NULL instead of FallbackGlyph +ImFontGlyph* ImFontBaked::FindGlyphNoFallback(ImWchar c) +{ + if (c < (size_t)IndexLookup.Size) IM_LIKELY + { + const int i = (int)IndexLookup.Data[c]; + if (i == IM_FONTGLYPH_INDEX_NOT_FOUND) + return NULL; + if (i != IM_FONTGLYPH_INDEX_UNUSED) + return &Glyphs.Data[i]; + } + LoadNoFallback = true; // This is actually a rare call, not done in hot-loop, so we prioritize not adding extra cruft to ImFontBaked_BuildLoadGlyph() call sites. + ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(this, c, NULL); + LoadNoFallback = false; + return glyph; +} + +bool ImFontBaked::IsGlyphLoaded(ImWchar c) +{ + if (c < (size_t)IndexLookup.Size) IM_LIKELY + { + const int i = (int)IndexLookup.Data[c]; + if (i == IM_FONTGLYPH_INDEX_NOT_FOUND) + return false; + if (i != IM_FONTGLYPH_INDEX_UNUSED) + return true; + } + return false; +} + +// This is not fast query +bool ImFont::IsGlyphInFont(ImWchar c) +{ + ImFontAtlas* atlas = OwnerAtlas; + ImFontAtlas_FontHookRemapCodepoint(atlas, this, &c); + for (ImFontConfig* src : Sources) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader->FontSrcContainsGlyph != NULL && loader->FontSrcContainsGlyph(atlas, src, c)) + return true; + } + return false; +} + +// This is manually inlined in CalcTextSizeA() and CalcWordWrapPosition(), with a non-inline call to BuildLoadGlyphGetAdvanceOrFallback(). +IM_MSVC_RUNTIME_CHECKS_OFF +float ImFontBaked::GetCharAdvance(ImWchar c) +{ + if ((int)c < IndexAdvanceX.Size) + { + // Missing glyphs fitting inside index will have stored FallbackAdvanceX already. + const float x = IndexAdvanceX.Data[c]; + if (x >= 0.0f) + return x; + } + return ImFontBaked_BuildLoadGlyphAdvanceX(this, c); +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +ImGuiID ImFontAtlasBakedGetId(ImGuiID font_id, float baked_size, float rasterizer_density) +{ + struct { ImGuiID FontId; float BakedSize; float RasterizerDensity; } hashed_data; + hashed_data.FontId = font_id; + hashed_data.BakedSize = baked_size; + hashed_data.RasterizerDensity = rasterizer_density; + return ImHashData(&hashed_data, sizeof(hashed_data)); +} + +// ImFontBaked pointers are valid for the entire frame but shall never be kept between frames. +ImFontBaked* ImFont::GetFontBaked(float size, float density) +{ + ImFontBaked* baked = LastBaked; + + // Round font size + // - ImGui::PushFont() will already round, but other paths calling GetFontBaked() directly also needs it (e.g. ImFontAtlasBuildPreloadAllGlyphRanges) + size = ImGui::GetRoundedFontSize(size); + + if (density < 0.0f) + density = CurrentRasterizerDensity; + if (baked && baked->Size == size && baked->RasterizerDensity == density) + return baked; + + ImFontAtlas* atlas = OwnerAtlas; + ImFontAtlasBuilder* builder = atlas->Builder; + baked = ImFontAtlasBakedGetOrAdd(atlas, this, size, density); + if (baked == NULL) return NULL; - const ImWchar i = IndexLookup.Data[c]; - if (i == (ImWchar)-1) - return NULL; - return &Glyphs.Data[i]; + baked->LastUsedFrame = builder->FrameCount; + LastBaked = baked; + return baked; } -// Wrapping skips upcoming blanks -static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end) +ImFontBaked* ImFontAtlasBakedGetOrAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density) { - while (text < text_end && ImCharIsBlankA(*text)) - text++; - if (*text == '\n') + // FIXME-NEWATLAS: Design for picking a nearest size based on some criteria? + // FIXME-NEWATLAS: Altering font density won't work right away. + IM_ASSERT(font_size > 0.0f && font_rasterizer_density > 0.0f); + ImGuiID baked_id = ImFontAtlasBakedGetId(font->FontId, font_size, font_rasterizer_density); + ImFontAtlasBuilder* builder = atlas->Builder; + ImFontBaked** p_baked_in_map = (ImFontBaked**)builder->BakedMap.GetVoidPtrRef(baked_id); + ImFontBaked* baked = *p_baked_in_map; + if (baked != NULL) + { + IM_ASSERT(baked->Size == font_size && baked->OwnerFont == font && baked->BakedId == baked_id); + return baked; + } + + // If atlas is locked, find closest match + // FIXME-OPT: This is not an optimal query. + if ((font->Flags & ImFontFlags_LockBakedSizes) || atlas->Locked) + { + baked = ImFontAtlasBakedGetClosestMatch(atlas, font, font_size, font_rasterizer_density); + if (baked != NULL) + return baked; + if (atlas->Locked) + { + IM_ASSERT(!atlas->Locked && "Cannot use dynamic font size with a locked ImFontAtlas!"); // Locked because rendering backend does not support ImGuiBackendFlags_RendererHasTextures! + return NULL; + } + } + + // Create new + baked = ImFontAtlasBakedAdd(atlas, font, font_size, font_rasterizer_density, baked_id); + *p_baked_in_map = baked; // To avoid 'builder->BakedMap.SetVoidPtr(baked_id, baked);' while we can. + return baked; +} + +// Trim trailing space and find beginning of next line +const char* ImTextCalcWordWrapNextLineStart(const char* text, const char* text_end, ImDrawTextFlags flags) +{ + if ((flags & ImDrawTextFlags_WrapKeepBlanks) == 0) + while (text < text_end && ImCharIsBlankA(*text)) + text++; + if (text < text_end && *text == '\n') text++; return text; } +void ImTextClassifierClear(ImU32* bits, unsigned int codepoint_min, unsigned int codepoint_end, ImWcharClass char_class) +{ + for (unsigned int c = codepoint_min; c < codepoint_end; c++) + ImTextClassifierSetCharClass(bits, codepoint_min, codepoint_end, char_class, c); +} + +void ImTextClassifierSetCharClass(ImU32* bits, unsigned int codepoint_min, unsigned int codepoint_end, ImWcharClass char_class, unsigned int c) +{ + IM_ASSERT(c >= codepoint_min && c < codepoint_end); + IM_UNUSED(codepoint_end); + c -= codepoint_min; + const ImU32 shift = (c & 15) << 1; + bits[c >> 4] = (bits[c >> 4] & ~(0x03 << shift)) | (char_class << shift); +} + +void ImTextClassifierSetCharClassFromStr(ImU32* bits, unsigned int codepoint_min, unsigned int codepoint_end, ImWcharClass char_class, const char* s) +{ + const char* s_end = s + strlen(s); + while (*s) + { + unsigned int c; + s += ImTextCharFromUtf8(&c, s, s_end); + ImTextClassifierSetCharClass(bits, codepoint_min, codepoint_end, char_class, c); + } +} + +#define ImTextClassifierGet(_BITS, _CHAR_OFFSET) ((_BITS[(_CHAR_OFFSET) >> 4] >> (((_CHAR_OFFSET) & 15) << 1)) & 0x03) + +// 2-bit per character +static ImU32 g_CharClassifierIsSeparator_0000_007f[128 / 16] = {}; +static ImU32 g_CharClassifierIsSeparator_3000_300f[ 16 / 16] = {}; + +void ImTextInitClassifiers() +{ + if (ImTextClassifierGet(g_CharClassifierIsSeparator_0000_007f, ',') != 0) + return; + + // List of hardcoded separators: .,;!?'" + // Making this dynamic given known ranges is trivial BUT requires us to standardize where you pass them as parameters. (#3002, #8503) + ImTextClassifierClear(g_CharClassifierIsSeparator_0000_007f, 0, 128, ImWcharClass_Other); + ImTextClassifierSetCharClassFromStr(g_CharClassifierIsSeparator_0000_007f, 0, 128, ImWcharClass_Blank, " \t"); + ImTextClassifierSetCharClassFromStr(g_CharClassifierIsSeparator_0000_007f, 0, 128, ImWcharClass_Punct, ".,;!?\""); + + ImTextClassifierClear(g_CharClassifierIsSeparator_3000_300f, 0x3000, 0x300F, ImWcharClass_Other); + ImTextClassifierSetCharClass(g_CharClassifierIsSeparator_3000_300f, 0x3000, 0x300F, ImWcharClass_Blank, 0x3000); + ImTextClassifierSetCharClass(g_CharClassifierIsSeparator_3000_300f, 0x3000, 0x300F, ImWcharClass_Punct, 0x3001); + ImTextClassifierSetCharClass(g_CharClassifierIsSeparator_3000_300f, 0x3000, 0x300F, ImWcharClass_Punct, 0x3002); +} + // Simple word-wrapping for English, not full-featured. Please submit failing cases! // This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end. -// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) -const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const +// Refer to imgui_test_suite's "drawlist_text_wordwrap_1" for tests. +const char* ImFontCalcWordWrapPositionEx(ImFont* font, float size, const char* text, const char* text_end, float wrap_width, ImDrawTextFlags flags) { // For references, possible wrap point marked with ^ // "aaa bbb, ccc,ddd. eee fff. ggg!" // ^ ^ ^ ^ ^__ ^ ^ - // List of hardcoded separators: .,;!?'" - // Skip extra blanks after a line returns (that includes not counting them in width computation) // e.g. "Hello world" --> "Hello" "World" // Cut words that cannot possibly fit within one line. // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" + + ImFontBaked* baked = font->GetFontBaked(size); + const float scale = size / baked->Size; + float line_width = 0.0f; - float word_width = 0.0f; float blank_width = 0.0f; wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters - const char* word_end = text; - const char* prev_word_end = NULL; - bool inside_word = true; - const char* s = text; IM_ASSERT(text_end != NULL); + + int prev_type = ImWcharClass_Other; + const bool keep_blanks = (flags & ImDrawTextFlags_WrapKeepBlanks) != 0; + + // Find next wrapping point + //const char* span_begin = s; + const char* span_end = s; + float span_width = 0.0f; + while (s < text_end) { unsigned int c = (unsigned int)*s; @@ -3525,75 +5534,94 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c if (c < 32) { if (c == '\n') - { - line_width = word_width = blank_width = 0.0f; - inside_word = true; - s = next_s; - continue; - } + return s; // Direct return, skip "Wrap_width is too small to fit anything" path. if (c == '\r') { - s = next_s; + s = next_s; // Fast-skip continue; } } - const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX); - if (ImCharIsBlankW(c)) + // Optimized inline version of 'float char_width = GetCharAdvance((ImWchar)c);' + float char_width = (c < (unsigned int)baked->IndexAdvanceX.Size) ? baked->IndexAdvanceX.Data[c] : -1.0f; + if (char_width < 0.0f) + char_width = BuildLoadGlyphGetAdvanceOrFallback(baked, c); + + // Classify current character + int curr_type; + if (c < 128) + curr_type = ImTextClassifierGet(g_CharClassifierIsSeparator_0000_007f, c); + else if (c >= 0x3000 && c < 0x3010) + curr_type = ImTextClassifierGet(g_CharClassifierIsSeparator_3000_300f, c & 15); //-V578 + else + curr_type = ImWcharClass_Other; + + if (curr_type == ImWcharClass_Blank) { - if (inside_word) + // End span: 'A ' or '. ' + if (prev_type != ImWcharClass_Blank && !keep_blanks) { - line_width += blank_width; - blank_width = 0.0f; - word_end = s; + span_end = s; + line_width += span_width; + span_width = 0.0f; } blank_width += char_width; - inside_word = false; } else { - word_width += char_width; - if (inside_word) + // End span: '.X' unless X is a digit + if (prev_type == ImWcharClass_Punct && curr_type != ImWcharClass_Punct && !(c >= '0' && c <= '9')) // FIXME: Digit checks might be removed if allow custom separators (#8503) { - word_end = next_s; + span_end = s; + line_width += span_width + blank_width; + span_width = blank_width = 0.0f; } - else + // End span: 'A ' or '. ' + else if (prev_type == ImWcharClass_Blank && keep_blanks) { - prev_word_end = word_end; - line_width += word_width + blank_width; - word_width = blank_width = 0.0f; + span_end = s; + line_width += span_width + blank_width; + span_width = blank_width = 0.0f; } - - // Allow wrapping after punctuation. - inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"'); + span_width += char_width; } - // We ignore blank width at the end of the line (they can be skipped) - if (line_width + word_width > wrap_width) + if (span_width + blank_width + line_width > wrap_width) { - // Words that cannot possibly fit within an entire line will be cut anywhere. - if (word_width < wrap_width) - s = prev_word_end ? prev_word_end : word_end; - break; + if (span_width + blank_width > wrap_width) + break; + // FIXME: Narrow wrapping e.g. "A quick brown" -> "Quic|k br|own", would require knowing if span is going to be longer than wrap_width. + //if (span_width > wrap_width && !is_blank && !was_blank) + // return s; + return span_end; } + prev_type = curr_type; s = next_s; } // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. // +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol). if (s == text && text < text_end) - return s + 1; + return s + ImTextCountUtf8BytesFromChar(s, text_end); return s; } -ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const +const char* ImFont::CalcWordWrapPosition(float size, const char* text, const char* text_end, float wrap_width) +{ + return ImFontCalcWordWrapPositionEx(this, size, text, text_end, wrap_width, ImDrawTextFlags_None); +} + +ImVec2 ImFontCalcTextSizeEx(ImFont* font, float size, float max_width, float wrap_width, const char* text_begin, const char* text_end_display, const char* text_end, const char** out_remaining, ImVec2* out_offset, ImDrawTextFlags flags) { if (!text_end) - text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this. + text_end = text_begin + ImStrlen(text_begin); // FIXME-OPT: Need to avoid this. + if (!text_end_display) + text_end_display = text_end; + ImFontBaked* baked = font->GetFontBaked(size); const float line_height = size; - const float scale = size / FontSize; + const float scale = line_height / baked->Size; ImVec2 text_size = ImVec2(0, 0); float line_width = 0.0f; @@ -3602,13 +5630,14 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons const char* word_wrap_eol = NULL; const char* s = text_begin; - while (s < text_end) + while (s < text_end_display) { + // Word-wrapping if (word_wrap_enabled) { // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. if (!word_wrap_eol) - word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); + word_wrap_eol = ImFontCalcWordWrapPositionEx(font, size, s, text_end, wrap_width - line_width, flags); if (s >= word_wrap_eol) { @@ -3616,8 +5645,10 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons text_size.x = line_width; text_size.y += line_height; line_width = 0.0f; + s = ImTextCalcWordWrapNextLineStart(s, text_end, flags); // Wrapping skips upcoming blanks + if (flags & ImDrawTextFlags_StopOnNewLine) + break; word_wrap_eol = NULL; - s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks continue; } } @@ -3630,20 +5661,24 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons else s += ImTextCharFromUtf8(&c, s, text_end); - if (c < 32) + if (c == '\n') { - if (c == '\n') - { - text_size.x = ImMax(text_size.x, line_width); - text_size.y += line_height; - line_width = 0.0f; - continue; - } - if (c == '\r') - continue; + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + if (flags & ImDrawTextFlags_StopOnNewLine) + break; + continue; } + if (c == '\r') + continue; + + // Optimized inline version of 'float char_width = GetCharAdvance((ImWchar)c);' + float char_width = (c < (unsigned int)baked->IndexAdvanceX.Size) ? baked->IndexAdvanceX.Data[c] : -1.0f; + if (char_width < 0.0f) + char_width = BuildLoadGlyphGetAdvanceOrFallback(baked, c); + char_width *= scale; - const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale; if (line_width + char_width >= max_width) { s = prev_s; @@ -3656,45 +5691,81 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons if (text_size.x < line_width) text_size.x = line_width; - if (line_width > 0 || text_size.y == 0.0f) + if (out_offset != NULL) + *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n + + if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n text_size.y += line_height; - if (remaining) - *remaining = s; + if (out_remaining != NULL) + *out_remaining = s; return text_size; } -// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. -void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const +ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** out_remaining) { - const ImFontGlyph* glyph = FindGlyph(c); + return ImFontCalcTextSizeEx(this, size, max_width, wrap_width, text_begin, text_end, text_end, out_remaining, NULL, ImDrawTextFlags_None); +} + +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip) +{ + ImFontBaked* baked = GetFontBaked(size); + const ImFontGlyph* glyph = baked->FindGlyph(c); if (!glyph || !glyph->Visible) return; if (glyph->Colored) col |= ~IM_COL32_A_MASK; - float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; - float x = IM_FLOOR(pos.x); - float y = IM_FLOOR(pos.y); + float scale = (size >= 0.0f) ? (size / baked->Size) : 1.0f; + float x = IM_TRUNC(pos.x); + float y = IM_TRUNC(pos.y); + + float x1 = x + glyph->X0 * scale; + float x2 = x + glyph->X1 * scale; + if (cpu_fine_clip && (x1 > cpu_fine_clip->z || x2 < cpu_fine_clip->x)) + return; + float y1 = y + glyph->Y0 * scale; + float y2 = y + glyph->Y1 * scale; + float u1 = glyph->U0; + float v1 = glyph->V0; + float u2 = glyph->U1; + float v2 = glyph->V1; + + // Always CPU fine clip. Code extracted from RenderText(). + // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. + if (cpu_fine_clip != NULL) + { + if (x1 < cpu_fine_clip->x) { u1 = u1 + (1.0f - (x2 - cpu_fine_clip->x) / (x2 - x1)) * (u2 - u1); x1 = cpu_fine_clip->x; } + if (y1 < cpu_fine_clip->y) { v1 = v1 + (1.0f - (y2 - cpu_fine_clip->y) / (y2 - y1)) * (v2 - v1); y1 = cpu_fine_clip->y; } + if (x2 > cpu_fine_clip->z) { u2 = u1 + ((cpu_fine_clip->z - x1) / (x2 - x1)) * (u2 - u1); x2 = cpu_fine_clip->z; } + if (y2 > cpu_fine_clip->w) { v2 = v1 + ((cpu_fine_clip->w - y1) / (y2 - y1)) * (v2 - v1); y2 = cpu_fine_clip->w; } + if (y1 >= y2) + return; + } draw_list->PrimReserve(6, 4); - draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); + draw_list->PrimRectUV(ImVec2(x1, y1), ImVec2(x2, y2), ImVec2(u1, v1), ImVec2(u2, v2), col); } // Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. -void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const +// DO NOT CALL DIRECTLY THIS WILL CHANGE WILDLY IN 2026. Use ImDrawList::AddText(). +void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, ImDrawTextFlags flags) { - if (!text_end) - text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. - // Align to be pixel perfect - float x = IM_FLOOR(pos.x); - float y = IM_FLOOR(pos.y); +begin: + float x = IM_TRUNC(pos.x); + float y = IM_TRUNC(pos.y); if (y > clip_rect.w) return; - const float start_x = x; - const float scale = size / FontSize; - const float line_height = FontSize * scale; + if (!text_end) + text_end = text_begin + ImStrlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. + + const float line_height = size; + ImFontBaked* baked = GetFontBaked(size); + + const float scale = size / baked->Size; + const float origin_x = x; const bool word_wrap_enabled = (wrap_width > 0.0f); // Fast-forward to first visible line @@ -3702,14 +5773,14 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im if (y + line_height < clip_rect.y) while (y + line_height < clip_rect.y && s < text_end) { - const char* line_end = (const char*)memchr(s, '\n', text_end - s); + const char* line_end = (const char*)ImMemchr(s, '\n', text_end - s); if (word_wrap_enabled) { - // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA(). - // If the specs for CalcWordWrapPositionA() were reworked to optionally return on \n we could combine both. + // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPosition(). + // If the specs for CalcWordWrapPosition() were reworked to optionally return on \n we could combine both. // However it is still better than nothing performing the fast-forward! - s = CalcWordWrapPositionA(scale, s, line_end ? line_end : text_end, wrap_width); - s = CalcWordWrapNextLineStartA(s, text_end); + s = ImFontCalcWordWrapPositionEx(this, size, s, line_end ? line_end : text_end, wrap_width, flags); + s = ImTextCalcWordWrapNextLineStart(s, text_end, flags); } else { @@ -3726,7 +5797,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im float y_end = y; while (y_end < clip_rect.w && s_end < text_end) { - s_end = (const char*)memchr(s_end, '\n', text_end - s_end); + s_end = (const char*)ImMemchr(s_end, '\n', text_end - s_end); s_end = s_end ? s_end + 1 : text_end; y_end += line_height; } @@ -3743,6 +5814,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im ImDrawVert* vtx_write = draw_list->_VtxWritePtr; ImDrawIdx* idx_write = draw_list->_IdxWritePtr; unsigned int vtx_index = draw_list->_VtxCurrentIdx; + const int cmd_count = draw_list->CmdBuffer.Size; + const bool cpu_fine_clip = (flags & ImDrawTextFlags_CpuFineClip) != 0; const ImU32 col_untinted = col | ~IM_COL32_A_MASK; const char* word_wrap_eol = NULL; @@ -3753,14 +5826,16 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im { // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. if (!word_wrap_eol) - word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x)); + word_wrap_eol = ImFontCalcWordWrapPositionEx(this, size, s, text_end, wrap_width - (x - origin_x), flags); if (s >= word_wrap_eol) { - x = start_x; + x = origin_x; y += line_height; + if (y > clip_rect.w) + break; // break out of main loop word_wrap_eol = NULL; - s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks + s = ImTextCalcWordWrapNextLineStart(s, text_end, flags); // Wrapping skips upcoming blanks continue; } } @@ -3776,7 +5851,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im { if (c == '\n') { - x = start_x; + x = origin_x; y += line_height; if (y > clip_rect.w) break; // break out of main loop @@ -3786,9 +5861,9 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im continue; } - const ImFontGlyph* glyph = FindGlyph((ImWchar)c); - if (glyph == NULL) - continue; + const ImFontGlyph* glyph = baked->FindGlyph((ImWchar)c); + //if (glyph == NULL) + // continue; float char_width = glyph->AdvanceX * scale; if (glyph->Visible) @@ -3856,6 +5931,20 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im x += char_width; } + // Edge case: calling RenderText() with unloaded glyphs triggering texture change. It doesn't happen via ImGui:: calls because CalcTextSize() is always used. + if (cmd_count != draw_list->CmdBuffer.Size) //-V547 + { + IM_ASSERT(draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount == 0); + draw_list->CmdBuffer.pop_back(); + draw_list->PrimUnreserve(idx_count_max, vtx_count_max); + draw_list->AddDrawCmd(); + //IMGUI_DEBUG_LOG("RenderText: cancel and retry to missing glyphs.\n"); // [DEBUG] + //draw_list->AddRectFilled(pos, pos + ImVec2(10, 10), IM_COL32(255, 0, 0, 255)); // [DEBUG] + goto begin; + //RenderText(draw_list, size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip); // FIXME-OPT: Would a 'goto begin' be better for code-gen? + //return; + } + // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action. draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink() draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data); @@ -3874,7 +5963,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im // - RenderCheckMark() // - RenderArrowDockMenu() // - RenderArrowPointingAt() -// - RenderRectFilledRangeH() +// - RenderRectFilledInRangeH() // - RenderRectFilledWithHole() //----------------------------------------------------------------------------- // Function in need of a redesign (legacy mess) @@ -3915,8 +6004,9 @@ void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir d void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) { - // FIXME-OPT: This should be baked in font. - draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); + // FIXME-OPT: This should be baked in font now that it's easier. + float font_size = draw_list->_Data->FontSize; + draw_list->AddCircleFilled(pos, font_size * 0.20f, col, (font_size < 22) ? 8 : (font_size < 40) ? 12 : 0); // Hardcode optimal/nice tessellation threshold } void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz) @@ -3964,15 +6054,15 @@ static inline float ImAcos01(float x) } // FIXME: Cleanup and move code to ImDrawList. -void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding) +// - Before 2025-12-04: RenderRectFilledRangeH() with 'float x_start_norm, float x_end_norm` <- normalized +// - After 2025-12-04: RenderRectFilledInRangeH() with 'float x1, float x2' <- absolute coords!! +void ImGui::RenderRectFilledInRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float fill_x0, float fill_x1, float rounding) { - if (x_end_norm == x_start_norm) + if (fill_x0 > fill_x1) return; - if (x_start_norm > x_end_norm) - ImSwap(x_start_norm, x_end_norm); - ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y); - ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y); + ImVec2 p0 = ImVec2(fill_x0, rect.Min.y); + ImVec2 p1 = ImVec2(fill_x1, rect.Max.y); if (rounding == 0.0f) { draw_list->AddRectFilled(p0, p1, col, 0.0f); @@ -3997,8 +6087,8 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im } else { - draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL - draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR + draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b); // BL + draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e); // TR } if (p1.x > rect.Min.x + rounding) { @@ -4017,8 +6107,8 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im } else { - draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR - draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR + draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b); // TR + draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e); // BR } } draw_list->PathFillConvex(col); @@ -4214,106 +6304,453 @@ static unsigned int stb_decompress(unsigned char *output, const unsigned char *i //----------------------------------------------------------------------------- // [SECTION] Default font data (ProggyClean.ttf) //----------------------------------------------------------------------------- -// ProggyClean.ttf -// Copyright (c) 2004, 2005 Tristan Grimmer -// MIT license (see License.txt in http://www.upperbounds.net/download/ProggyClean.ttf.zip) -// Download and more information at http://upperbounds.net +// MIT License / Copyright (c) 2004, 2005 Tristan Grimmer +// Download and more information at https://github.com/bluescan/proggyfonts //----------------------------------------------------------------------------- -// File: 'ProggyClean.ttf' (41208 bytes) 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"URQ##V^Fv-XFbGM7Fl(N<3DhLGF%q.1rC$#:T__&Pi68%0xi_&[qFJ(77j_&JWoF.V735&T,[R*:xFR*K5>>#`bW-?4Ne_&6Ne_&6Ne_&n`kr-#GJcM6X;uM6X;uM(.a..^2TkL%oR(#" - ";u.T%fAr%4tJ8&><1=GHZ_+m9/#H1F^R#SC#*N=BA9(D?v[UiFY>>^8p,KKF.W]L29uLkLlu/+4T" - "w$)F./^n3+rlo+DB;5sIYGNk+i1t-69Jg--0pao7Sm#K)pdHW&;LuDNH@H>#/X-TI(;P>#,Gc>#0Su>#4`1?#8lC?#xL$#B.`$#F:r$#JF.%#NR@%#R_R%#Vke%#Zww%#_-4^Rh%Sflr-k'MS.o?.5/sWel/wpEM0%3'/1)K^f1-d>G21&v(35>V`39V7A4=onx4" - "A1OY5EI0;6Ibgr6M$HS7Q<)58C5w,;WoA*#[%T*#`1g*#d=#+#hI5+#lUG+#pbY+#tnl+#x$),#&1;,#*=M,#.I`,#2Ur,#6b.-#;w[H#iQtA#m^0B#qjBB#uvTB##-hB#'9$C#+E6C#" - "/QHC#3^ZC#7jmC#;v)D#?,)4kMYD4lVu`4m`:&5niUA5@(A5BA1]PBB:xlBCC=2CDLXMCEUtiCf&0g2'tN?PGT4CPGT4CPGT4CPGT4CPGT4CPGT4CPGT4CP" - "GT4CPGT4CPGT4CPGT4CPGT4CPGT4CP-qekC`.9kEg^+F$kwViFJTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5o,^<-28ZI'O?;xp" - "O?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xp;7q-#lLYI:xvD=#"; -static const char* GetDefaultCompressedFontDataTTFBase85() +#ifndef IMGUI_DISABLE_DEFAULT_FONT + +// File: 'ProggyClean.ttf' (41208 bytes) +// Exported using binary_to_compressed_c.exe -u8 "ProggyClean.ttf" proggy_clean_ttf +static const unsigned int proggy_clean_ttf_compressed_size = 9583; +static const unsigned char proggy_clean_ttf_compressed_data[9583] = { - return proggy_clean_ttf_compressed_data_base85; + 87,188,0,0,0,0,0,0,0,0,160,248,0,4,0,0,55,0,1,0,0,0,12,0,128,0,3,0,64,79,83,47,50,136,235,116,144,0,0,1,72,130,21,44,78,99,109,97,112,2,18,35,117,0,0,3,160,130,19,36,82,99,118,116, + 32,130,23,130,2,33,4,252,130,4,56,2,103,108,121,102,18,175,137,86,0,0,7,4,0,0,146,128,104,101,97,100,215,145,102,211,130,27,32,204,130,3,33,54,104,130,16,39,8,66,1,195,0,0,1,4,130, + 15,59,36,104,109,116,120,138,0,126,128,0,0,1,152,0,0,2,6,108,111,99,97,140,115,176,216,0,0,5,130,30,41,2,4,109,97,120,112,1,174,0,218,130,31,32,40,130,16,44,32,110,97,109,101,37,89, + 187,150,0,0,153,132,130,19,44,158,112,111,115,116,166,172,131,239,0,0,155,36,130,51,44,210,112,114,101,112,105,2,1,18,0,0,4,244,130,47,32,8,132,203,46,1,0,0,60,85,233,213,95,15,60, + 245,0,3,8,0,131,0,34,183,103,119,130,63,43,0,0,189,146,166,215,0,0,254,128,3,128,131,111,130,241,33,2,0,133,0,32,1,130,65,38,192,254,64,0,0,3,128,131,16,130,5,32,1,131,7,138,3,33,2, + 0,130,17,36,1,1,0,144,0,130,121,130,23,38,2,0,8,0,64,0,10,130,9,32,118,130,9,130,6,32,0,130,59,33,1,144,131,200,35,2,188,2,138,130,16,32,143,133,7,37,1,197,0,50,2,0,131,0,33,4,9,131, + 5,145,3,43,65,108,116,115,0,64,0,0,32,172,8,0,131,0,35,5,0,1,128,131,77,131,3,33,3,128,191,1,33,1,128,130,184,35,0,0,128,0,130,3,131,11,32,1,130,7,33,0,128,131,1,32,1,136,9,32,0,132, + 15,135,5,32,1,131,13,135,27,144,35,32,1,149,25,131,21,32,0,130,0,32,128,132,103,130,35,132,39,32,0,136,45,136,97,133,17,130,5,33,0,0,136,19,34,0,128,1,133,13,133,5,32,128,130,15,132, + 131,32,3,130,5,32,3,132,27,144,71,32,0,133,27,130,29,130,31,136,29,131,63,131,3,65,63,5,132,5,132,205,130,9,33,0,0,131,9,137,119,32,3,132,19,138,243,130,55,32,1,132,35,135,19,131,201, + 136,11,132,143,137,13,130,41,32,0,131,3,144,35,33,128,0,135,1,131,223,131,3,141,17,134,13,136,63,134,15,136,53,143,15,130,96,33,0,3,131,4,130,3,34,28,0,1,130,5,34,0,0,76,130,17,131, + 9,36,28,0,4,0,48,130,17,46,8,0,8,0,2,0,0,0,127,0,255,32,172,255,255,130,9,34,0,0,129,132,9,130,102,33,223,213,134,53,132,22,33,1,6,132,6,64,4,215,32,129,165,216,39,177,0,1,141,184, + 1,255,133,134,45,33,198,0,193,1,8,190,244,1,28,1,158,2,20,2,136,2,252,3,20,3,88,3,156,3,222,4,20,4,50,4,80,4,98,4,162,5,22,5,102,5,188,6,18,6,116,6,214,7,56,7,126,7,236,8,78,8,108, + 8,150,8,208,9,16,9,74,9,136,10,22,10,128,11,4,11,86,11,200,12,46,12,130,12,234,13,94,13,164,13,234,14,80,14,150,15,40,15,176,16,18,16,116,16,224,17,82,17,182,18,4,18,110,18,196,19, + 76,19,172,19,246,20,88,20,174,20,234,21,64,21,128,21,166,21,184,22,18,22,126,22,198,23,52,23,142,23,224,24,86,24,186,24,238,25,54,25,150,25,212,26,72,26,156,26,240,27,92,27,200,28, + 4,28,76,28,150,28,234,29,42,29,146,29,210,30,64,30,142,30,224,31,36,31,118,31,166,31,166,32,16,130,1,52,46,32,138,32,178,32,200,33,20,33,116,33,152,33,238,34,98,34,134,35,12,130,1, + 33,128,35,131,1,60,152,35,176,35,216,36,0,36,74,36,104,36,144,36,174,37,6,37,96,37,130,37,248,37,248,38,88,38,170,130,1,8,190,216,39,64,39,154,40,10,40,104,40,168,41,14,41,32,41,184, + 41,248,42,54,42,96,42,96,43,2,43,42,43,94,43,172,43,230,44,32,44,52,44,154,45,40,45,92,45,120,45,170,45,232,46,38,46,166,47,38,47,182,47,244,48,94,48,200,49,62,49,180,50,30,50,158, + 51,30,51,130,51,238,52,92,52,206,53,58,53,134,53,212,54,38,54,114,54,230,55,118,55,216,56,58,56,166,57,18,57,116,57,174,58,46,58,154,59,6,59,124,59,232,60,58,60,150,61,34,61,134,61, + 236,62,86,62,198,63,42,63,154,64,18,64,106,64,208,65,54,65,162,66,8,66,64,66,122,66,184,66,240,67,98,67,204,68,42,68,138,68,238,69,88,69,182,69,226,70,84,70,180,71,20,71,122,71,218, + 72,84,72,198,73,64,0,36,70,21,8,8,77,3,0,7,0,11,0,15,0,19,0,23,0,27,0,31,0,35,0,39,0,43,0,47,0,51,0,55,0,59,0,63,0,67,0,71,0,75,0,79,0,83,0,87,0,91,0,95,0,99,0,103,0,107,0,111,0,115, + 0,119,0,123,0,127,0,131,0,135,0,139,0,143,0,0,17,53,51,21,49,150,3,32,5,130,23,32,33,130,3,211,7,151,115,32,128,133,0,37,252,128,128,2,128,128,190,5,133,74,32,4,133,6,206,5,42,0,7, + 1,128,0,0,2,0,4,0,0,65,139,13,37,0,1,53,51,21,7,146,3,32,3,130,19,32,1,141,133,32,3,141,14,131,13,38,255,0,128,128,0,6,1,130,84,35,2,128,4,128,140,91,132,89,32,51,65,143,6,139,7,33, + 1,0,130,57,32,254,130,3,32,128,132,4,32,4,131,14,138,89,35,0,0,24,0,130,0,33,3,128,144,171,66,55,33,148,115,65,187,19,32,5,130,151,143,155,163,39,32,1,136,182,32,253,134,178,132,7, + 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1,15,1,16,1,17,1,18,1,19,1,20,1,21,1,22,1,23,1,24,1,25,1,26,1,27,1,28,1,29,1,30,1,31,1,32,0,3,0,4,0,5,0,6,0,7,0,8,0,9,0,10,0,11,0,12,0,13,0,14,0,15,0,16,0,17,0,18,0,19,0,20,0,21,0, + 22,0,23,0,24,0,25,0,26,0,27,0,28,0,29,0,30,0,31,130,187,8,66,33,0,34,0,35,0,36,0,37,0,38,0,39,0,40,0,41,0,42,0,43,0,44,0,45,0,46,0,47,0,48,0,49,0,50,0,51,0,52,0,53,0,54,0,55,0,56,0, + 57,0,58,0,59,0,60,0,61,0,62,0,63,0,64,0,65,0,66,130,243,9,75,68,0,69,0,70,0,71,0,72,0,73,0,74,0,75,0,76,0,77,0,78,0,79,0,80,0,81,0,82,0,83,0,84,0,85,0,86,0,87,0,88,0,89,0,90,0,91,0, + 92,0,93,0,94,0,95,0,96,0,97,1,33,1,34,1,35,1,36,1,37,1,38,1,39,1,40,1,41,1,42,1,43,1,44,1,45,1,46,1,47,1,48,1,49,1,50,1,51,1,52,1,53,1,54,1,55,1,56,1,57,1,58,1,59,1,60,1,61,1,62,1, + 63,1,64,1,65,0,172,0,163,0,132,0,133,0,189,0,150,0,232,0,134,0,142,0,139,0,157,0,169,0,164,0,239,0,138,0,218,0,131,0,147,0,242,0,243,0,141,0,151,0,136,0,195,0,222,0,241,0,158,0,170, + 0,245,0,244,0,246,0,162,0,173,0,201,0,199,0,174,0,98,0,99,0,144,0,100,0,203,0,101,0,200,0,202,0,207,0,204,0,205,0,206,0,233,0,102,0,211,0,208,0,209,0,175,0,103,0,240,0,145,0,214,0, + 212,0,213,0,104,0,235,0,237,0,137,0,106,0,105,0,107,0,109,0,108,0,110,0,160,0,111,0,113,0,112,0,114,0,115,0,117,0,116,0,118,0,119,0,234,0,120,0,122,0,121,0,123,0,125,0,124,0,184,0, + 161,0,127,0,126,0,128,0,129,0,236,0,238,0,186,14,117,110,105,99,111,100,101,35,48,120,48,48,48,49,141,14,32,50,141,14,32,51,141,14,32,52,141,14,32,53,141,14,32,54,141,14,32,55,141, + 14,32,56,141,14,32,57,141,14,32,97,141,14,32,98,141,14,32,99,141,14,32,100,141,14,32,101,141,14,32,102,140,14,33,49,48,141,14,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49, + 141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,45,49,102,6,100,101,108,101,116,101,4,69,117,114, + 111,140,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236, + 32,56,141,236,32,56,141,236,32,56,65,220,13,32,57,65,220,13,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141, + 239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,35,57,102,0,0,5,250,72,249,98,247, +}; + +static const char* GetDefaultCompressedFontDataProggyClean(int* out_size) +{ + *out_size = proggy_clean_ttf_compressed_size; + return (const char*)proggy_clean_ttf_compressed_data; } +//----------------------------------------------------------------------------- +// [SECTION] Default font data (ProggyForever-Regular-minimal.ttf) +//----------------------------------------------------------------------------- +// Based on ProggyForever: https://github.com/ocornut/proggyforever +// MIT license / Copyright (c) 2026 Disco Hello, Copyright (c) 2019,2023 Tristan Grimmer +//----------------------------------------------------------------------------- + +// File: 'output/ProggyForever-Regular-minimal.ttf' (18556 bytes) +// Exported using binary_to_compressed_c.exe -u8 "output/ProggyForever-Regular-minimal.ttf" proggy_forever_minimal_ttf +static const unsigned int proggy_forever_minimal_ttf_compressed_size = 14562; +static const unsigned char proggy_forever_minimal_ttf_compressed_data[14562] = +{ + 87,188,0,0,0,0,0,0,0,0,72,124,0,4,0,0,55,0,1,0,0,0,14,0,128,0,3,0,96,70,70,84,77,176,111,174,190,0,0,72,96,130,21,40,28,71,68,69,70,0,136,0,105,130,15,32,64,130,15,44,30,79,83,47,50, + 104,97,19,194,0,0,1,104,130,15,44,96,99,109,97,112,177,173,221,139,0,0,3,80,130,19,44,114,99,118,116,32,0,33,2,121,0,0,4,196,130,31,38,4,103,97,115,112,255,255,130,89,34,0,72,56,130, + 15,56,8,103,108,121,102,239,245,108,207,0,0,6,76,0,0,62,224,104,101,97,100,44,57,58,3,130,27,32,236,130,3,33,54,104,130,16,35,4,62,0,230,130,75,32,36,130,15,39,36,104,109,116,120,24, + 22,19,130,95,33,1,200,130,19,40,136,108,111,99,97,80,9,64,114,130,95,131,15,39,130,109,97,120,112,1,7,0,131,31,32,72,130,47,44,32,110,97,109,101,10,160,159,151,0,0,69,44,130,47,44, + 68,112,111,115,116,70,77,175,253,0,0,70,112,130,15,32,197,132,235,32,1,130,9,42,224,136,151,95,15,60,245,0,11,3,232,130,55,36,0,229,175,187,66,132,7,42,178,59,232,255,225,255,68,1, + 215,2,176,130,15,34,8,0,2,130,5,131,2,130,51,39,2,131,255,71,0,0,1,184,130,31,34,226,1,215,132,73,131,25,135,3,32,4,132,17,37,192,0,90,0,5,0,131,0,33,2,0,130,44,132,19,34,64,0,46,130, + 11,38,0,0,4,1,184,1,144,131,29,35,2,138,2,187,130,17,32,140,133,7,38,1,223,0,49,1,2,0,138,0,37,128,0,0,7,16,0,136,123,33,0,88,130,0,37,0,64,0,32,32,172,133,131,34,2,175,0,131,63,33, + 3,0,130,0,35,1,133,2,6,130,6,38,32,0,1,1,184,0,33,130,9,130,161,32,0,132,3,39,0,166,0,116,255,249,0,49,130,113,36,4,0,185,0,135,130,1,38,27,0,22,0,154,0,53,130,25,40,39,0,41,0,79,0, + 50,0,45,130,17,32,49,130,11,33,46,0,131,17,36,166,0,143,0,24,132,1,34,48,255,225,130,55,34,38,0,47,130,23,44,52,0,58,0,35,0,42,0,66,0,65,0,19,130,79,32,19,130,47,38,35,0,44,0,13,0, + 38,130,21,38,9,0,37,0,13,255,250,130,121,36,5,0,33,0,104,130,47,40,104,0,37,255,242,0,124,0,48,130,95,32,59,130,3,34,37,0,40,130,5,36,62,0,139,0,100,130,57,36,133,0,20,0,62,130,55, + 32,50,130,19,40,69,0,69,0,87,0,54,0,29,130,167,32,20,130,107,36,64,0,63,0,188,130,3,36,22,0,21,0,159,130,7,36,40,0,55,0,5,130,17,34,64,0,109,130,33,34,92,0,50,130,5,42,109,0,101,0, + 24,0,115,0,109,0,131,130,121,32,48,130,39,36,143,0,114,0,83,130,77,32,19,130,157,34,18,0,73,130,49,32,5,136,3,32,2,130,85,33,52,0,133,1,33,66,0,133,1,32,17,130,125,32,35,130,209,131, + 3,36,46,0,1,0,46,132,1,32,47,130,51,32,42,130,25,32,38,130,213,135,3,34,5,0,59,130,99,32,37,132,3,34,51,0,68,132,1,32,42,130,189,33,43,0,135,1,36,24,0,12,0,61,134,1,32,26,130,131,38, + 26,0,30,0,0,0,3,134,3,32,28,130,93,130,10,35,0,108,0,3,132,9,36,28,0,4,0,80,130,16,34,16,0,16,132,35,46,126,0,133,0,171,0,210,0,211,0,255,32,172,255,255,130,25,32,32,130,17,34,161, + 0,174,130,17,32,212,131,17,45,255,227,255,221,255,194,255,192,255,95,255,191,224,19,132,67,130,36,139,2,34,1,6,0,136,22,35,1,2,0,0,66,53,9,32,0,133,0,32,1,130,142,8,148,4,5,6,7,8,9, + 10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69, + 70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,0,132,133,135,137,145,149,155,160,159,161,163,162,164,166,168,167,169,170,172,171,173,174,176,178, + 177,179,181,180,185,184,186,187,0,112,100,101,105,0,118,158,110,107,0,116,106,0,134,151,0,113,0,0,103,117,132,158,38,108,122,0,165,183,127,99,132,11,38,109,123,0,0,128,131,148,132, + 11,130,4,37,182,0,190,60,0,191,130,8,34,0,0,119,130,5,47,130,138,129,139,136,141,142,143,140,50,147,0,146,153,154,152,130,18,32,111,130,3,32,120,130,3,130,2,34,33,2,121,130,5,33,42, + 0,133,1,9,155,68,0,86,0,134,0,210,1,14,1,104,1,116,1,148,1,180,1,212,1,232,2,6,2,20,2,38,2,54,2,100,2,122,2,172,2,232,3,2,3,60,3,116,3,134,3,210,4,10,4,40,4,82,4,102,4,122,4,142,4, + 204,5,36,5,60,5,118,5,158,5,184,5,208,5,228,6,24,6,44,6,68,6,94,6,118,6,134,6,160,6,182,6,224,7,14,7,64,7,106,7,182,7,200,7,238,8,0,8,28,8,52,8,72,8,96,8,114,8,130,8,148,8,166,8,180, + 8,194,9,12,9,58,9,92,9,140,9,182,9,214,10,14,10,44,10,74,10,110,10,134,10,150,10,198,10,230,11,4,11,50,11,96,11,130,11,188,11,216,11,250,12,14,12,42,12,66,12,114,12,142,12,198,12,210, + 13,10,13,62,13,126,13,152,13,198,13,238,14,34,14,72,14,90,14,198,14,232,15,32,15,106,15,134,15,200,15,214,15,244,16,16,16,56,16,114,16,128,16,182,16,212,16,230,17,2,17,22,17,60,17, + 86,17,132,17,194,18,20,18,76,18,108,18,140,18,176,18,228,19,24,19,74,19,110,19,168,19,198,19,228,20,6,20,56,20,86,20,116,20,150,20,200,20,252,21,44,21,92,21,144,21,212,22,24,22,50, + 22,112,22,148,22,186,22,226,23,28,23,56,23,90,23,160,23,246,24,76,24,164,25,18,25,124,25,226,26,94,26,150,26,198,26,248,27,44,27,114,27,144,27,174,27,208,28,2,28,74,28,136,28,174,28, + 212,28,254,29,60,29,118,29,172,29,230,30,16,30,58,30,104,30,166,30,206,30,244,31,48,31,112,0,0,0,2,0,33,0,0,1,42,2,154,0,3,0,7,0,46,177,1,0,47,60,178,7,4,0,237,50,177,6,5,220,60,178, + 3,2,130,10,34,0,177,3,131,22,32,5,131,22,39,178,7,6,1,252,60,178,1,131,23,52,51,17,33,17,39,51,17,35,33,1,9,232,199,199,2,154,253,102,33,2,88,131,83,38,166,255,254,1,18,2,35,130,81, + 61,13,0,0,54,50,22,20,6,34,38,52,55,35,3,55,51,21,198,44,32,32,44,32,85,59,14,1,83,105,31,131,11,36,122,1,4,91,91,130,135,38,116,1,70,1,68,2,7,132,135,37,0,1,35,53,51,7,130,3,8,40, + 1,67,64,64,142,65,65,1,70,192,192,192,0,2,255,248,0,3,1,191,2,3,0,3,0,31,0,0,63,1,35,7,37,35,7,51,21,35,7,35,55,132,3,34,53,51,55,130,51,35,55,51,7,51,131,3,53,254,30,92,30,1,29,104, + 31,92,106,38,59,38,92,38,58,38,96,110,31,98,112,134,11,34,90,201,115,130,0,33,54,143,130,0,35,54,115,54,144,130,0,32,0,130,85,8,37,49,255,241,1,135,2,22,0,6,0,11,0,52,0,0,55,62,1,53, + 52,38,47,1,53,6,21,20,23,30,3,21,20,7,21,35,53,46,1,130,16,8,109,30,2,23,53,46,3,53,52,54,55,53,51,21,30,1,31,1,21,38,39,21,50,249,32,41,36,37,60,72,137,22,40,46,28,141,60,36,67,15, + 15,6,21,69,37,31,44,43,22,75,65,60,25,55,15,15,43,67,3,81,7,37,31,30,32,10,73,135,12,61,44,30,4,15,28,50,33,114,15,44,43,1,14,6,6,63,4,11,22,3,162,6,15,26,42,29,53,67,9,45,42,2,11, + 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95,35,7,35,55,7,154,95,36,93,119,56,102,49,147,95,34,2,69,131,147,96,33,0,0,138,195,36,6,0,12,0,33,69,87,8,154,102,39,225,67,52,90,57,90,52,64,148,104,36,26,88,131,131,105,145,202, + 33,0,4,65,43,6,68,51,5,34,29,0,50,68,51,25,65,65,27,44,69,57,9,9,57,9,155,58,9,9,58,9,39,147,128,68,5,13,32,125,146,137,8,58,0,0,2,0,51,255,252,1,117,2,59,0,13,0,17,0,0,37,51,21,34, + 35,34,38,61,1,35,53,51,21,20,17,35,39,51,1,37,80,24,71,54,65,90,158,57,119,73,51,54,78,63,201,50,251,86,1,132,131,0,130,0,34,2,0,68,130,59,32,116,149,59,48,19,7,35,55,1,37,79,23,72, + 53,66,90,158,106,119,57,103,135,60,34,2,7,131,130,61,135,59,36,69,0,6,0,20,65,105,8,32,19,140,126,39,186,66,52,90,56,90,51,40,134,68,70,121,5,32,113,134,131,130,127,32,3,134,127,38, + 26,0,11,0,23,0,37,65,69,25,141,86,33,1,44,65,56,5,132,5,32,130,134,92,33,1,212,69,49,12,32,95,135,101,54,2,0,42,255,244,1,142,2,27,0,14,0,47,0,0,55,50,54,53,52,38,47,1,90,34,6,38,19, + 20,30,6,21,20,6,72,186,5,8,96,23,46,1,47,1,7,39,55,39,51,23,55,23,7,22,220,45,60,20,10,10,18,50,43,59,60,145,20,6,19,8,13,6,5,89,88,88,89,107,100,5,27,10,11,103,12,88,67,81,47,106, + 13,93,36,42,70,71,38,67,15,14,9,69,73,73,69,1,89,1,27,10,29,19,33,29,38,19,86,107,107,94,93,102,8,8,31,12,11,31,34,27,69,49,32,34,28,34,65,115,5,32,62,130,231,44,122,2,32,0,18,0,43, + 0,0,19,50,22,21,100,121,12,34,23,54,55,71,88,17,54,35,34,46,2,253,53,72,68,39,38,47,56,68,64,4,37,3,26,45,36,37,20,35,71,51,5,40,14,29,21,21,31,17,22,1,145,100,165,9,51,1,132,47,60, + 99,54,44,54,27,26,26,14,13,15,29,33,21,17,20,17,130,124,40,3,0,43,255,244,1,141,2,69,86,227,7,36,1,35,39,51,18,102,253,8,99,73,7,37,1,15,56,119,73,5,99,78,9,37,1,194,131,253,229,71, + 99,82,9,35,204,204,102,0,130,65,143,75,35,7,35,55,2,145,75,36,86,118,57,103,96,137,75,34,2,69,131,145,76,137,151,36,6,0,16,0,24,66,77,8,145,78,72,242,6,32,112,138,80,37,26,88,131,131, + 254,104,143,158,136,159,32,32,130,79,34,34,0,42,72,179,24,145,99,53,1,15,20,32,16,22,12,25,46,36,38,20,35,29,14,12,13,46,5,14,30,118,137,113,36,1,190,17,20,17,65,92,11,33,254,108,142, + 125,32,4,65,103,6,66,215,5,34,33,0,41,66,217,25,146,126,93,1,10,33,9,11,138,118,66,224,13,32,86,142,115,32,3,130,231,36,49,1,159,1,136,130,249,42,19,0,35,0,0,37,33,53,33,39,35,96,108, + 13,32,3,142,15,48,1,159,254,121,1,135,161,70,4,7,7,4,70,5,6,6,5,136,9,37,192,59,56,6,5,63,131,18,130,4,33,254,255,130,11,131,35,130,11,32,0,130,0,44,3,0,12,255,222,1,172,1,166,0,7, + 0,15,131,107,39,55,50,54,53,52,39,7,22,78,242,6,37,6,37,7,22,21,20,78,241,7,8,65,52,54,51,50,23,55,22,222,47,57,10,169,27,56,9,168,27,46,45,59,1,54,61,33,178,75,44,57,34,62,29,94,83, + 71,46,55,34,43,72,80,42,32,189,37,152,42,31,189,33,70,121,68,52,81,204,40,63,26,70,50,81,102,102,39,63,27,67,55,5,51,61,255,246,1,123,2,59,0,3,0,26,0,0,1,35,39,51,23,51,17,105,15,6, + 38,61,1,51,21,20,22,51,130,133,8,41,1,13,57,119,73,144,68,63,6,2,5,20,23,38,21,77,61,67,38,43,44,53,1,184,131,182,254,124,57,2,10,23,18,14,72,82,244,240,52,52,59,50,130,84,33,2,0,141, + 83,34,7,35,55,148,83,36,83,119,56,102,44,143,83,34,2,59,131,147,84,135,83,36,69,0,6,0,29,66,201,8,32,23,145,169,32,55,66,203,6,32,92,139,171,41,42,45,53,2,2,26,88,131,131,61,143,174, + 32,235,130,175,32,3,134,175,95,67,5,32,46,66,85,25,148,197,35,63,58,8,8,95,89,6,33,9,128,140,205,130,117,95,106,13,32,80,143,125,42,0,0,2,0,26,255,107,1,158,2,59,80,107,7,34,2,7,14, + 99,148,6,8,49,55,3,51,27,1,7,35,55,1,86,72,140,39,14,32,36,25,18,54,46,30,32,22,160,72,123,105,119,56,102,1,133,254,175,98,35,44,18,5,54,46,54,1,127,254,208,1,230,131,131,130,203,34, + 2,0,50,130,79,39,134,2,32,0,9,0,23,0,107,131,10,33,19,50,66,59,5,53,21,35,17,51,21,54,174,89,55,57,86,56,99,80,91,171,67,32,68,68,31,42,66,245,11,37,65,202,2,180,208,61,130,75,32,3, + 134,155,32,17,130,155,38,29,0,41,0,0,1,51,142,157,80,34,23,144,177,32,100,71,147,10,144,185,32,118,80,40,14,42,1,0,30,255,249,1,153,2,20,0,43,130,115,40,34,7,51,7,35,6,21,20,21,130, + 6,35,30,3,51,50,107,75,6,38,39,35,55,51,38,52,55,130,5,8,76,62,1,51,50,23,21,46,1,1,44,110,20,178,18,163,1,132,17,111,6,27,38,37,23,20,61,27,47,61,88,103,14,65,18,44,2,2,62,18,47,14, + 103,83,65,48,28,61,1,220,144,36,30,4,17,15,37,44,60,29,10,19,24,71,28,104,95,37,29,9,28,36,95,105,29,72,24,21,130,246,130,2,36,14,0,174,0,1,130,7,131,2,34,1,0,4,134,11,32,1,130,7,32, + 10,134,11,32,2,130,7,32,16,134,11,36,3,0,29,0,78,134,11,131,43,32,112,134,11,36,5,0,9,0,134,134,11,32,6,130,7,44,148,0,3,0,1,4,9,0,0,0,2,0,0,134,11,32,1,130,11,32,6,134,11,32,2,130, + 11,32,12,134,11,36,3,0,58,0,18,134,11,32,4,130,23,32,108,134,11,32,5,130,21,32,114,134,11,32,6,130,23,35,144,0,46,0,143,2,39,70,0,111,0,110,0,116,0,131,7,40,114,0,103,0,101,0,32,0, + 50,130,36,32,48,130,7,32,58,130,3,32,46,134,7,36,49,0,49,0,45,130,25,131,3,32,48,130,7,51,54,0,0,70,111,110,116,70,111,114,103,101,32,50,46,48,32,58,32,46,130,3,39,49,49,45,50,45,50, + 48,50,130,30,133,107,32,86,130,81,36,114,0,115,0,105,132,103,32,32,130,89,40,0,86,101,114,115,105,111,110,32,136,140,33,2,0,139,0,65,75,7,137,19,32,192,130,10,131,251,60,3,0,4,0,5, + 0,6,0,7,0,8,0,9,0,10,0,11,0,12,0,13,0,14,0,15,0,16,0,17,130,235,8,50,19,0,20,0,21,0,22,0,23,0,24,0,25,0,26,0,27,0,28,0,29,0,30,0,31,0,32,0,33,0,34,0,35,0,36,0,37,0,38,0,39,0,40,0,41, + 0,42,0,43,0,44,130,211,36,46,0,47,0,48,130,221,9,48,50,0,51,0,52,0,53,0,54,0,55,0,56,0,57,0,58,0,59,0,60,0,61,0,62,0,63,0,64,0,65,0,66,0,67,0,68,0,69,0,70,0,71,0,72,0,73,0,74,0,75, + 0,76,0,77,0,78,0,79,0,80,0,81,0,82,0,83,0,84,0,85,0,86,0,87,0,88,0,89,0,90,0,91,0,92,0,93,0,94,1,2,0,96,0,97,1,3,0,163,0,132,0,133,0,189,0,150,0,232,0,134,0,142,0,139,0,157,0,169,0, + 138,1,4,0,131,0,147,0,242,0,243,0,141,0,151,0,136,0,195,0,222,0,241,0,158,0,170,0,245,0,244,0,246,0,162,0,173,0,201,0,199,0,174,0,98,0,99,0,144,0,100,0,203,0,101,0,200,0,202,0,207, + 0,204,0,205,0,206,0,233,0,102,0,211,0,209,0,175,0,103,0,240,0,145,0,214,0,212,0,213,0,104,0,235,0,237,0,137,0,106,0,105,0,107,0,109,0,108,0,110,0,160,0,111,0,113,0,112,0,114,0,115, + 0,117,0,116,0,118,0,119,0,234,0,120,0,122,0,121,0,123,0,125,0,124,0,184,0,161,0,127,0,126,0,128,0,129,0,236,0,238,0,186,1,5,11,118,101,114,116,105,99,97,108,98,97,114,7,117,110,105, + 48,48,56,53,9,111,130,20,42,115,99,111,114,101,4,69,117,114,111,0,132,0,38,1,255,255,0,2,0,1,130,11,32,12,130,3,32,22,130,3,131,13,32,98,130,183,34,1,0,4,132,13,130,4,130,2,32,1,130, + 3,36,0,229,13,183,147,132,7,42,175,187,66,0,0,0,0,229,178,59,232,5,250,48,120,202,241, +}; + +static const char* GetDefaultCompressedFontDataProggyForever(int* out_size) +{ + *out_size = proggy_forever_minimal_ttf_compressed_size; + return (const char*)proggy_forever_minimal_ttf_compressed_data; +} + +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT + #endif // #ifndef IMGUI_DISABLE diff --git a/thirdparty/imgui_suite/imgui/cpp/imgui_tables.cpp b/thirdparty/imgui_suite/imgui/cpp/imgui_tables.cpp index 7fbf6181ba..f8450fbb14 100644 --- a/thirdparty/imgui_suite/imgui/cpp/imgui_tables.cpp +++ b/thirdparty/imgui_suite/imgui/cpp/imgui_tables.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90 WIP +// dear imgui, v1.92.8 WIP // (tables and columns code) /* @@ -24,8 +24,9 @@ Index of this file: */ // Navigating this file: -// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. //----------------------------------------------------------------------------- // [SECTION] Commentary @@ -48,7 +49,8 @@ Index of this file: // - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow(). // | TableSetupDrawChannels() - setup ImDrawList channels // | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission -// | TableDrawContextMenu() - draw right-click context menu +// | TableBeginContextMenuPopup() +// | - TableDrawDefaultContextMenu() - draw right-click context menu contents //----------------------------------------------------------------------------- // - TableHeadersRow() or TableHeader() user submit a headers row (optional) // | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction @@ -219,6 +221,7 @@ Index of this file: #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int' #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 @@ -226,10 +229,18 @@ Index of this file: #pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') #pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wstrict-overflow" #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wsign-conversion" // warning: conversion to 'xxxx' from 'xxxx' may change the sign of the result #endif //----------------------------------------------------------------------------- @@ -317,20 +328,31 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG IM_ASSERT(inner_width >= 0.0f); // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve. + // FIXME: coarse clipping because access to table data causes two issues: + // - instance numbers varying/unstable. may not be a direct problem for users, but could make outside access broken or confusing, e.g. TestEngine. + // - can't implement support for ImGuiChildFlags_ResizeY as we need to somehow pull the height data from somewhere. this also needs stable instance numbers. + // The side-effects of accessing table data on coarse clip would be: + // - always reserving the pooled ImGuiTable data ahead for a fully clipped table (minor IMHO). Also the 'outer_window_is_measuring_size' criteria may already be defeating this in some situations. + // - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[]. const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; const ImVec2 avail_size = GetContentRegionAvail(); - const ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f); + const ImVec2 actual_outer_size = ImTrunc(CalcItemSize(outer_size, ImMax(avail_size.x, IMGUI_WINDOW_HARD_MIN_SIZE), use_child_window ? ImMax(avail_size.y, IMGUI_WINDOW_HARD_MIN_SIZE) : 0.0f)); const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); - const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to auto-fitting windows! + const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows! if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size) { ItemSize(outer_rect); + ItemAdd(outer_rect, id); + g.NextWindowData.ClearFlags(); return false; } + // [DEBUG] Debug break requested by user + if (g.DebugBreakInTable == id) + IM_DEBUG_BREAK(); + // Acquire storage for the table ImGuiTable* table = g.Tables.GetOrAddByKey(id); - const ImGuiTableFlags table_last_flags = table->Flags; // Acquire temporary buffers const int table_idx = g.Tables.GetIndex(table); @@ -346,7 +368,9 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG flags = TableFixFlags(flags, outer_window); // Initialize - const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1; + const int previous_frame_active = table->LastFrameActive; + const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1; + const ImGuiTableFlags previous_flags = table->Flags; table->ID = id; table->Flags = flags; table->LastFrameActive = g.FrameCount; @@ -354,6 +378,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->ColumnsCount = columns_count; table->IsLayoutLocked = false; table->InnerWidth = inner_width; + table->NavLayer = (ImS8)outer_window->DC.NavLayerCurrent; temp_data->UserOuterSize = outer_size; // Instance data (for instance 0, TableID == TableInstanceID) @@ -393,12 +418,16 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f)); // Reset scroll if we are reactivating it - if ((table_last_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0) - SetNextWindowScroll(ImVec2(0.0f, 0.0f)); + if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0) + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasScroll) == 0) + SetNextWindowScroll(ImVec2(0.0f, 0.0f)); // Create scrolling region (without border and zero window padding) - ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; - BeginChildEx(name, instance_id, outer_rect.GetSize(), false, child_flags); + ImGuiChildFlags child_child_flags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : ImGuiChildFlags_None; + ImGuiWindowFlags child_window_flags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasWindowFlags) ? g.NextWindowData.WindowFlags : ImGuiWindowFlags_None; + if (flags & ImGuiTableFlags_ScrollX) + child_window_flags |= ImGuiWindowFlags_HorizontalScrollbar; + BeginChildEx(name, instance_id, outer_rect.GetSize(), child_child_flags, child_window_flags); table->InnerWindow = g.CurrentWindow; table->WorkRect = table->InnerWindow->WorkRect; table->OuterRect = table->InnerWindow->Rect(); @@ -409,7 +438,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG if (table->InnerWindow->SkipItems && outer_window_is_measuring_size) table->InnerWindow->SkipItems = false; - // When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned) + // When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned if (instance_no == 0) { table->HasScrollbarYPrev = table->HasScrollbarYCurr; @@ -422,6 +451,8 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG // For non-scrolling tables, WorkRect == OuterRect == InnerRect. // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable(). table->WorkRect = table->OuterRect = table->InnerRect = outer_rect; + table->HasScrollbarYPrev = table->HasScrollbarYCurr = false; + table->InnerWindow->DC.TreeDepth++; // This is designed to always linking ImGuiTreeNodeFlags_DrawLines linking across a table } // Push a standardized ID for both child-using and not-child-using tables @@ -434,6 +465,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->HostIndentX = inner_window->DC.Indent.x; table->HostClipRect = inner_window->ClipRect; table->HostSkipItems = inner_window->SkipItems; + temp_data->WindowID = inner_window->ID; temp_data->HostBackupWorkRect = inner_window->WorkRect; temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect; temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; @@ -444,6 +476,29 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + // Make borders not overlap our contents by offsetting HostClipRect (#6765, #7428, #3752) + // (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the + // limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap + // problem only affect scrolling tables in this case we can get away with doing it without extra cost). + if (inner_window != outer_window) + { + // FIXME: Because inner_window's Scrollbar doesn't know about border size, since it's not encoded in window->WindowBorderSize, + // it already overlaps it and doesn't need an extra offset. Ideally we should be able to pass custom border size with + // different x/y values to BeginChild(). + if (flags & ImGuiTableFlags_BordersOuterV) + { + table->HostClipRect.Min.x = ImMin(table->HostClipRect.Min.x + TABLE_BORDER_SIZE, table->HostClipRect.Max.x); + if (inner_window->DecoOuterSizeX2 == 0.0f) + table->HostClipRect.Max.x = ImMax(table->HostClipRect.Max.x - TABLE_BORDER_SIZE, table->HostClipRect.Min.x); + } + if (flags & ImGuiTableFlags_BordersOuterH) + { + table->HostClipRect.Min.y = ImMin(table->HostClipRect.Min.y + TABLE_BORDER_SIZE, table->HostClipRect.Max.y); + if (inner_window->DecoOuterSizeY2 == 0.0f) + table->HostClipRect.Max.y = ImMax(table->HostClipRect.Max.y - TABLE_BORDER_SIZE, table->HostClipRect.Min.y); + } + } + // Padding and Spacing // - None ........Content..... Pad .....Content........ // - PadOuter | Pad ..Content..... Pad .....Content.. Pad | @@ -469,7 +524,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect; table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width table->InnerClipRect.ClipWithFull(table->HostClipRect); - table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : inner_window->ClipRect.Max.y; + table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : table->HostClipRect.Max.y; table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow() @@ -477,7 +532,11 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any table->FreezeColumnsRequest = table->FreezeColumnsCount = 0; table->IsUnfrozenRows = true; - table->DeclColumnsCount = 0; + table->DeclColumnsCount = table->AngledHeadersCount = 0; + if (previous_frame_active + 1 < g.FrameCount) + table->IsActiveIdInTable = false; + table->AngledHeadersHeight = 0.0f; + temp_data->AngledHeadersExtraWidth = 0.0f; // Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders() table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong); @@ -485,12 +544,12 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG // Make table current g.CurrentTable = table; - outer_window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); + inner_window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); outer_window->DC.CurrentTableIdx = table_idx; if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. inner_window->DC.CurrentTableIdx = table_idx; - if ((table_last_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0) + if ((previous_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0) table->IsResetDisplayOrderRequest = true; // Mark as used to avoid GC @@ -506,9 +565,9 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG const int old_columns_count = table->Columns.size(); if (old_columns_count != 0 && old_columns_count != columns_count) { - // Attempt to preserve width on column count change (#4046) + // Attempt to preserve width and other settings on column count/specs change (#4046) old_columns_to_preserve = table->Columns.Data; - old_columns_raw_data = table->RawData; + old_columns_raw_data = table->RawData; // Free at end of function table->RawData = NULL; } if (table->RawData == NULL) @@ -523,9 +582,10 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG // Initialize table->SettingsOffset = -1; table->IsSortSpecsDirty = true; + table->IsSettingsDirty = true; // Records itself into .ini file even when in default state (#7934) table->InstanceInteracted = -1; table->ContextPopupColumn = -1; - table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1; + table->ReorderColumn = table->ReorderColumnDstOrder = table->ResizedColumn = table->LastResizedColumn = -1; table->AutoFitSingleColumn = -1; table->HoveredColumnBody = table->HoveredColumnBorder = -1; for (int n = 0; n < columns_count; n++) @@ -533,7 +593,6 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG ImGuiTableColumn* column = &table->Columns[n]; if (old_columns_to_preserve && n < old_columns_count) { - // FIXME: We don't attempt to preserve column order in this path. *column = old_columns_to_preserve[n]; } else @@ -543,8 +602,9 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG column->WidthAuto = width_auto; column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true; + column->DisplayOrder = (ImGuiTableColumnIdx)n; } - column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n; + table->DisplayOrderToIndex[n] = column->DisplayOrder; } } if (old_columns_raw_data) @@ -639,37 +699,23 @@ void ImGui::TableBeginApplyRequests(ImGuiTable* table) } // Handle reordering request - // Note: we don't clear ReorderColumn after handling the request. + //// Note: we don't clear ReorderColumn after handling the request (FIXME: clarify why or add a test). if (table->InstanceCurrent == 0) { - if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1) - table->ReorderColumn = -1; + table->LastHeldHeaderColumn = table->HeldHeaderColumn; table->HeldHeaderColumn = -1; - if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0) + if (table->ReorderColumn != -1 && table->ReorderColumnDstOrder != -1) { - // We need to handle reordering across hidden columns. - // In the configuration below, moving C to the right of E will lead to: - // ... C [D] E ---> ... [D] E C (Column name/index) - // ... 2 3 4 ... 2 3 4 (Display order) - const int reorder_dir = table->ReorderColumnDir; - IM_ASSERT(reorder_dir == -1 || reorder_dir == +1); - IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable); - ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn]; - ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn]; - IM_UNUSED(dst_column); - const int src_order = src_column->DisplayOrder; - const int dst_order = dst_column->DisplayOrder; - src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order; - for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir) - table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir; - IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir); - - // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[]. Rebuild later from the former. - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; - table->ReorderColumnDir = 0; - table->IsSettingsDirty = true; + TableSetColumnDisplayOrder(table, table->ReorderColumn, table->ReorderColumnDstOrder); + table->ReorderColumnDstOrder = -1; } + + // Release + ImGuiContext& g = *GImGui; + if (g.ActiveId == 0) // FIXME: Need to revisit. See 38f5e5a. + table->ReorderColumn = -1; + //if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1) + // table->ReorderColumn = -1; } // Handle display order reset request @@ -682,6 +728,63 @@ void ImGui::TableBeginApplyRequests(ImGuiTable* table) } } +// Apply immediately. See TableQueueSetColumnDisplayOrder() for additional checks/constraints. +void ImGui::TableSetColumnDisplayOrder(ImGuiTable* table, int column_n, int dst_order) +{ + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + IM_ASSERT(dst_order >= 0 && dst_order < table->ColumnsCount); + + ImGuiTableColumn* src_column = &table->Columns[column_n]; + const int src_order = src_column->DisplayOrder; + if (src_order == dst_order) + return; + const int reorder_dir = (dst_order < src_order) ? -1 : +1; + + src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order; + for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir) + table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir; + //IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir); + + // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[]. Rebuild later from the former. + // FIXME-OPT: If this is called multiple times we'd effectively have a O(N^2) thing going on. + for (int n = 0; n < table->ColumnsCount; n++) + table->DisplayOrderToIndex[table->Columns[n].DisplayOrder] = (ImGuiTableColumnIdx)n; + table->IsSettingsDirty = true; +} + +static int TableGetMaxDisplayOrderAllowed(ImGuiTable* table, int src_order, int dst_order) +{ + dst_order = ImClamp(dst_order, 0, table->ColumnsCount - 1); + if (src_order == dst_order) + return dst_order; + + // Cannot cross over the frozen column limit when interactively reordering. + // TableSetupScrollFreeze() enforce a display order range for frozen columns. Reordering across the frozen column barrier is illegal and will be undone. + if (table->FreezeColumnsRequest > 0) + dst_order = (src_order < table->FreezeColumnsRequest) ? ImMin(dst_order, (int)table->FreezeColumnsRequest - 1) : ImMax(dst_order, (int)table->FreezeColumnsRequest); + + // Cannot cross over a column with the ImGuiTableColumnFlags_NoReorder flag. + int reorder_dir = (src_order < dst_order) ? +1 : -1; + for (int order_n = src_order; (src_order < dst_order && order_n <= dst_order) || (dst_order < src_order && order_n >= dst_order); order_n += reorder_dir) + if (table->Columns[table->DisplayOrderToIndex[order_n]].Flags & ImGuiTableColumnFlags_NoReorder) + { + dst_order = (order_n == src_order) ? src_order : order_n - reorder_dir; + break; + } + return dst_order; +} + +// Reorder requested by user interaction. +void ImGui::TableQueueSetColumnDisplayOrder(ImGuiTable* table, int column_n, int dst_order) +{ + const int src_order = table->Columns[column_n].DisplayOrder; + table->ReorderColumn = (ImGuiTableColumnIdx)column_n; + table->ReorderColumnDstOrder = (ImGuiTableColumnIdx)-1; + dst_order = TableGetMaxDisplayOrderAllowed(table, src_order, dst_order); + if (dst_order != src_order) + table->ReorderColumnDstOrder = (ImGuiTableColumnIdx)dst_order; +} + // Adjust flags: default width mode + stretch columns are not allowed when auto extending static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in) { @@ -823,7 +926,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping) // Combine width from regular rows + width from headers unless requested not to. - if (!column->IsPreserveWidthAuto) + if (!column->IsPreserveWidthAuto && table->InstanceCurrent == 0) column->WidthAuto = TableGetColumnWidthAuto(table, column); // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto) @@ -888,7 +991,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very // large height (= first frame scrollbar display very off + clipper would skip lots of items). // This is merely making the side-effect less extreme, but doesn't properly fixes it. - // FIXME: Move this to ->WidthGiven to avoid temporary lossyless? + // FIXME: Move this to ->WidthGiven to avoid temporary lossyness? // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller. if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto) column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale? @@ -922,7 +1025,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // [Part 4] Apply final widths based on requested widths const ImRect work_rect = table->WorkRect; const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); - const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synched tables with mismatching scrollbar state (#5920) + const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synced tables with mismatching scrollbar state (#5920) const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed); const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests; float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; @@ -937,7 +1040,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) if (column->Flags & ImGuiTableColumnFlags_WidthStretch) { float weight_ratio = column->StretchWeight / stretch_sum_weights; - column->WidthRequest = IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f); + column->WidthRequest = IM_TRUNC(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f); width_remaining_for_stretched_columns -= column->WidthRequest; } @@ -947,7 +1050,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) column->Flags |= ImGuiTableColumnFlags_NoDirectResize_; // Assign final width, record width in case we will need to shrink - column->WidthGiven = ImFloor(ImMax(column->WidthRequest, table->MinColumnWidth)); + column->WidthGiven = ImTrunc(ImMax(column->WidthRequest, table->MinColumnWidth)); table->ColumnsGivenWidth += column->WidthGiven; } @@ -974,17 +1077,21 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); table_instance->HoveredRowLast = table_instance->HoveredRowNext; table_instance->HoveredRowNext = -1; - table->HoveredColumnBody = -1; - table->HoveredColumnBorder = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight)); const ImGuiID backup_active_id = g.ActiveId; g.ActiveId = 0; const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0, ImGuiItemFlags_None); g.ActiveId = backup_active_id; + // Determine skewed MousePos.x to support angled headers. + float mouse_skewed_x = g.IO.MousePos.x; + if (table->AngledHeadersHeight > 0.0f) + if (g.IO.MousePos.y >= table->OuterRect.Min.y && g.IO.MousePos.y <= table->OuterRect.Min.y + table->AngledHeadersHeight) + mouse_skewed_x += ImTrunc((table->OuterRect.Min.y + table->AngledHeadersHeight - g.IO.MousePos.y) * table->AngledHeadersSlope); + // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping. - int visible_n = 0; bool has_at_least_one_column_requesting_output = false; bool offset_x_frozen = (table->FreezeColumnsCount > 0); float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1; @@ -996,9 +1103,10 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) const int column_n = table->DisplayOrderToIndex[order_n]; ImGuiTableColumn* column = &table->Columns[column_n]; - column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); // Use Count NOT request so Header line changes layer when frozen + // Initial nav layer: using FreezeRowsCount, NOT FreezeRowsRequest, so Header line changes layer when frozen + column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : (ImGuiNavLayer)table->NavLayer); - if (offset_x_frozen && table->FreezeColumnsCount == visible_n) + if (offset_x_frozen && table->FreezeColumnsCount == order_n) { offset_x += work_rect.Min.x - table->OuterRect.Min.x; offset_x_frozen = false; @@ -1022,16 +1130,12 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) continue; } - // Detect hovered column - if (is_hovering_table && g.IO.MousePos.x >= column->ClipRect.Min.x && g.IO.MousePos.x < column->ClipRect.Max.x) - table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n; - // Lock start position column->MinX = offset_x; // Lock width based on start position and minimum/maximum width for this position - float max_width = TableGetMaxColumnWidth(table, column_n); - column->WidthGiven = ImMin(column->WidthGiven, max_width); + column->WidthMax = TableCalcMaxColumnWidth(table, column_n); + column->WidthGiven = ImMin(column->WidthGiven, column->WidthMax); column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth)); column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; @@ -1040,9 +1144,10 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column. // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow. // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. + const float previous_instance_work_min_x = column->WorkMinX; column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1; column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max - column->ItemWidth = ImFloor(column->WidthGiven * 0.65f); + column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f); column->ClipRect.Min.x = column->MinX; column->ClipRect.Min.y = work_rect.Min.y; column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX; @@ -1079,8 +1184,13 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) column->Flags |= ImGuiTableColumnFlags_IsVisible; if (column->SortOrder != -1) column->Flags |= ImGuiTableColumnFlags_IsSorted; - if (table->HoveredColumnBody == column_n) + + // Detect hovered column + if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x) + { column->Flags |= ImGuiTableColumnFlags_IsHovered; + table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n; + } // Alignment // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in @@ -1092,25 +1202,38 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f); // Reset content width variables - column->ContentMaxXFrozen = column->ContentMaxXUnfrozen = column->WorkMinX; - column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX; + if (table->InstanceCurrent == 0) + { + column->ContentMaxXFrozen = column->WorkMinX; + column->ContentMaxXUnfrozen = column->WorkMinX; + column->ContentMaxXHeadersUsed = column->WorkMinX; + column->ContentMaxXHeadersIdeal = column->WorkMinX; + } + else + { + // As we store an absolute value to make per-cell updates faster, we need to offset values used for width computation. + const float offset_from_previous_instance = column->WorkMinX - previous_instance_work_min_x; + column->ContentMaxXFrozen += offset_from_previous_instance; + column->ContentMaxXUnfrozen += offset_from_previous_instance; + column->ContentMaxXHeadersUsed += offset_from_previous_instance; + column->ContentMaxXHeadersIdeal += offset_from_previous_instance; + } // Don't decrement auto-fit counters until container window got a chance to submit its items - if (table->HostSkipItems == false) + if (table->HostSkipItems == false && table->InstanceCurrent == 0) { column->AutoFitQueue >>= 1; column->CannotSkipItemsQueue >>= 1; } - if (visible_n < table->FreezeColumnsCount) + if (order_n < table->FreezeColumnsCount) host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x); offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; - visible_n++; } // In case the table is visible (e.g. decorations) but all columns clipped, we keep a column visible. - // Else if give no chance to a clipper-savy user to submit rows and therefore total contents height used by scrollbar. + // Else if give no chance to a clipper-savvy user to submit rows and therefore total contents height used by scrollbar. if (has_at_least_one_column_requesting_output == false) { table->Columns[table->LeftMostEnabledColumn].IsRequestOutput = true; @@ -1122,13 +1245,13 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu. const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x); if (is_hovering_table && table->HoveredColumnBody == -1) - { - if (g.IO.MousePos.x >= unused_x1) + if (mouse_skewed_x >= unused_x1) table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount; - } if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable)) table->Flags &= ~ImGuiTableFlags_Resizable; + table->IsActiveIdAliveBeforeTable = (g.ActiveIdIsAlive != 0); + // [Part 8] Lock actual OuterRect/WorkRect right-most position. // This is done late to handle the case of fixed-columns tables not claiming more widths that they need. // Because of this we are careful with uses of WorkRect and InnerClipRect before this point. @@ -1140,7 +1263,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1); } table->InnerWindow->ParentWorkRect = table->WorkRect; - table->BorderX1 = table->InnerClipRect.Min.x + ((table->Flags & ImGuiTableFlags_BordersOuterV) ? 1.0f : 0.0f); + table->BorderX1 = table->InnerClipRect.Min.x; table->BorderX2 = table->InnerClipRect.Max.x; // Setup window's WorkRect.Max.y for GetContentRegionAvail(). Other values will be updated in each TableBeginCell() call. @@ -1157,14 +1280,26 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // [Part 10] Hit testing on borders if (table->Flags & ImGuiTableFlags_Resizable) TableUpdateBorders(table); - table_instance->LastFirstRowHeight = 0.0f; + table_instance->LastTopHeadersRowHeight = 0.0f; table->IsLayoutLocked = true; table->IsUsingHeaders = false; - // [Part 11] Context menu - if (TableBeginContextMenuPopup(table)) + // Highlight header + table->HighlightColumnHeader = -1; + if (table->IsContextPopupOpen && table->ContextPopupColumn != -1 && table->InstanceInteracted == table->InstanceCurrent) + table->HighlightColumnHeader = table->ContextPopupColumn; + else if ((table->Flags & ImGuiTableFlags_HighlightHoveredColumn) && table->HoveredColumnBody != -1 && table->HoveredColumnBody != table->ColumnsCount && table->HoveredColumnBorder == -1) + if (g.ActiveId == 0 || (table->IsActiveIdInTable || g.DragDropActive)) + table->HighlightColumnHeader = table->HoveredColumnBody; + + // [Part 11] Default context menu + // - To append to this menu: you can call TableBeginContextMenuPopup()/.../EndPopup(). + // - To modify or replace this: set table->DisableDefaultContextMenu = true, then call TableBeginContextMenuPopup()/.../EndPopup(). + // - You may call TableDrawDefaultContextMenu() with selected flags to display specific sections of the default menu, + // e.g. TableDrawDefaultContextMenu(table, table->Flags & ~ImGuiTableFlags_Hideable) will display everything EXCEPT columns visibility options. + if (table->DisableDefaultContextMenu == false && TableBeginContextMenuPopup(table)) { - TableDrawContextMenu(table); + TableDrawDefaultContextMenu(table, table->Flags); EndPopup(); } @@ -1175,7 +1310,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // [Part 13] Setup inner window decoration size (for scrolling / nav tracking to properly take account of frozen rows/columns) if (table->FreezeColumnsRequest > 0) - table->InnerWindow->DecoInnerSizeX1 = table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsRequest - 1]].MaxX - table->OuterRect.Min.x; + table->InnerWindow->DecoInnerSizeX1 = table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsRequest - 1]].MaxX - table->OuterRect.Min.x; // FIXME-FROZEN if (table->FreezeRowsRequest > 0) table->InnerWindow->DecoInnerSizeY1 = table_instance->LastFrozenHeight; table_instance->LastFrozenHeight = 0.0f; @@ -1185,7 +1320,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) if (table->Flags & ImGuiTableFlags_NoClip) table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); else - inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false); + inner_window->DrawList->PushClipRect(inner_window->InnerClipRect.Min, inner_window->InnerClipRect.Max, false); // FIXME: use table->InnerClipRect? } // Process hit-testing on resizing borders. Actual size change will be applied in EndTable() @@ -1200,10 +1335,10 @@ void ImGui::TableUpdateBorders(ImGuiTable* table) // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). // Actual columns highlight/render will be performed in EndTable() and not be affected. ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); - const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS; - const float hit_y1 = table->OuterRect.Min.y; - const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight); - const float hit_y2_head = hit_y1 + table_instance->LastFirstRowHeight; + const float hit_half_width = ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale); + const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight; + const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight - table->AngledHeadersHeight); + const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight; for (int order_n = 0; order_n < table->ColumnsCount; order_n++) { @@ -1234,7 +1369,7 @@ void ImGui::TableUpdateBorders(ImGuiTable* table) { TableSetColumnWidthAutoSingle(table, column_n); ClearActiveID(); - held = hovered = false; + held = false; } if (held) { @@ -1255,7 +1390,7 @@ void ImGui::EndTable() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; - IM_ASSERT(table != NULL && "Only call EndTable() if BeginTable() returns true!"); + IM_ASSERT_USER_ERROR_RET(table != NULL, "EndTable() call should only be done while in BeginTable() scope!"); // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border) @@ -1270,7 +1405,7 @@ void ImGui::EndTable() ImGuiWindow* inner_window = table->InnerWindow; ImGuiWindow* outer_window = table->OuterWindow; ImGuiTableTempData* temp_data = table->TempData; - IM_ASSERT(inner_window == g.CurrentWindow); + IM_ASSERT(inner_window == g.CurrentWindow && inner_window->ID == temp_data->WindowID); IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow); if (table->IsInsideRow) @@ -1286,7 +1421,7 @@ void ImGui::EndTable() inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; - const float inner_content_max_y = table->RowPosY2; + const float inner_content_max_y = ImCeil(table->RowPosY2); // Rounding final position is important as we currently don't round row height ('Demo->Tables->Outer Size' demo uses non-integer heights) IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y); if (inner_window != outer_window) inner_window->DC.CursorMaxPos.y = inner_content_max_y; @@ -1297,16 +1432,16 @@ void ImGui::EndTable() // Setup inner scrolling range // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y, - // but since the later is likely to be impossible to do we'd rather update both axises together. + // but since the later is likely to be impossible to do we'd rather update both axes together. if (table->Flags & ImGuiTableFlags_ScrollX) { const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; - float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x; + float max_pos_x = inner_window->DC.CursorMaxPos.x; if (table->RightMostEnabledColumn != -1) max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border); if (table->ResizedColumn != -1) max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2); - table->InnerWindow->DC.CursorMaxPos.x = max_pos_x; + inner_window->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledHeadersExtraWidth; } // Pop clipping rect @@ -1377,11 +1512,13 @@ void ImGui::EndTable() if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted) { ImGuiTableColumn* column = &table->Columns[table->ResizedColumn]; - const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS); - const float new_width = ImFloor(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); + const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale)); + const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); table->ResizedColumnNextWidth = new_width; } + table->IsActiveIdInTable = (g.ActiveIdIsAlive != 0 && table->IsActiveIdAliveBeforeTable == false); + // Pop from id stack IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table_instance->TableInstanceID, "Mismatching PushID/PopID!"); IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); @@ -1404,10 +1541,16 @@ void ImGui::EndTable() // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414) if (inner_window != outer_window) { + short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask; + inner_window->DC.NavLayersActiveMask |= 1 << table->NavLayer; // So empty table don't appear to navigate differently. + g.CurrentTable = NULL; // To avoid error recovery recursing EndChild(); + g.CurrentTable = table; + inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask; } else { + inner_window->DC.TreeDepth--; ItemSize(table->OuterRect.GetSize()); ItemAdd(table->OuterRect, 0); } @@ -1422,9 +1565,12 @@ void ImGui::EndTable() } else if (temp_data->UserOuterSize.x <= 0.0f) { - const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f; - outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x); - outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth)); + // Some references for this: #7651 + tests "table_reported_size", "table_reported_size_outer" equivalent Y block, #9352 + // - FIXME-TABLE: Would make sense to pre-compute expected scrollbar visibility/sizes to generally save a frame of feedback? See broken test in 'table_reported_size_outer' + const float outer_content_max_x = table->OuterRect.Min.x + table->ColumnsAutoFitWidth; + const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((inner_window != outer_window) ? inner_window->ScrollbarSizes.x : 0.0f); + outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, outer_content_max_x + decoration_size - temp_data->UserOuterSize.x); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, outer_content_max_x + decoration_size)); } else { @@ -1432,9 +1578,12 @@ void ImGui::EndTable() } if (temp_data->UserOuterSize.y <= 0.0f) { - const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.y : 0.0f; - outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y); - outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y)); + // (same comment as above) + const float outer_content_size_y = (inner_window == outer_window) ? (inner_content_max_y - table->InnerRect.Min.y) : (inner_content_max_y - inner_window->DC.CursorStartPos.y); + const float outer_content_max_y = table->OuterRect.Min.y + outer_content_size_y; + const float decoration_size = (inner_window != outer_window ? inner_window->ScrollbarSizes.y : 0.0f); + outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, outer_content_max_y + decoration_size - temp_data->UserOuterSize.y); + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, outer_content_max_y + decoration_size)); } else { @@ -1451,7 +1600,7 @@ void ImGui::EndTable() IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); IM_ASSERT(g.TablesTempDataStacked > 0); temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL; - g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; + g.CurrentTable = temp_data && (temp_data->WindowID == outer_window->ID) ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; if (g.CurrentTable) { g.CurrentTable->TempData = temp_data; @@ -1461,20 +1610,41 @@ void ImGui::EndTable() NavUpdateCurrentWindowIsScrollPushableX(); } -// See "COLUMN SIZING POLICIES" comments at the top of this file +// Called in TableSetupColumn() when initializing and in TableLoadSettings() for defaults before applying stored settings. +// 'init_mask' specify which fields to initialize. +static void TableInitColumnDefaults(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags init_mask) +{ + ImGuiTableColumnFlags flags = column->Flags; + if (init_mask & ImGuiTableFlags_Resizable) + { + float init_width_or_weight = column->InitStretchWeightOrWidth; + column->WidthRequest = ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f; + column->StretchWeight = (init_width_or_weight > 0.0f && (flags & ImGuiTableColumnFlags_WidthStretch)) ? init_width_or_weight : -1.0f; + if (init_width_or_weight > 0.0f) // Disable auto-fit if an explicit width/weight has been specified + column->AutoFitQueue = 0x00; + } + if (init_mask & ImGuiTableFlags_Reorderable) + column->DisplayOrder = (ImGuiTableColumnIdx)table->Columns.index_from_ptr(column); + if (init_mask & ImGuiTableFlags_Hideable) + column->IsUserEnabled = column->IsUserEnabledNextFrame = (flags & ImGuiTableColumnFlags_DefaultHide) ? 0 : 1; + if (init_mask & ImGuiTableFlags_Sortable) + { + // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. + column->SortOrder = (flags & ImGuiTableColumnFlags_DefaultSort) ? 0 : -1; + column->SortDirection = (flags & ImGuiTableColumnFlags_DefaultSort) ? ((flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending)) : (ImS8)ImGuiSortDirection_None; + } +} + +// See "COLUMNS SIZING POLICIES" comments at the top of this file // If (init_width_or_weight <= 0.0f) it is ignored void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; - IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); - IM_ASSERT(table->IsLayoutLocked == false && "Need to call call TableSetupColumn() before first row!"); + IM_ASSERT_USER_ERROR_RET(table != NULL, "Call should only be done while in BeginTable() scope!"); + IM_ASSERT_USER_ERROR_RET(table->DeclColumnsCount < table->ColumnsCount, "TableSetupColumn(): called too many times!"); + IM_ASSERT_USER_ERROR_RET(table->IsLayoutLocked == false, "TableSetupColumn(): need to call before first row!"); IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()"); - if (table->DeclColumnsCount >= table->ColumnsCount) - { - IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, "Called TableSetupColumn() too many times!"); - return; - } ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount]; table->DeclColumnsCount++; @@ -1482,13 +1652,18 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa. // Give a grace to users of ImGuiTableFlags_ScrollX. if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0) - IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column."); + IM_ASSERT_USER_ERROR_RET(init_width_or_weight <= 0.0f, "TableSetupColumn(): can only specify width/weight if sizing policy is set explicitly in either Table or Column."); // When passing a width automatically enforce WidthFixed policy - // (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable) + // (whereas TableSetupColumnFlags would default to WidthAuto if table is not resizable) if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f) if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) flags |= ImGuiTableColumnFlags_WidthFixed; + if (flags & ImGuiTableColumnFlags_AngledHeader) + { + flags |= ImGuiTableColumnFlags_NoHeaderLabel; + table->AngledHeadersCount++; + } TableSetupColumnFlags(table, column, flags); column->UserID = user_id; @@ -1498,35 +1673,19 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo column->InitStretchWeightOrWidth = init_width_or_weight; if (table->IsInitializing) { - // Init width or weight + ImGuiTableFlags init_flags = ~table->SettingsLoadedFlags; if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f) - { - if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) - column->WidthRequest = init_width_or_weight; - if (flags & ImGuiTableColumnFlags_WidthStretch) - column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f; - - // Disable auto-fit if an explicit width/weight has been specified - if (init_width_or_weight > 0.0f) - column->AutoFitQueue = 0x00; - } - - // Init default visibility/sort state - if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0) - column->IsUserEnabled = column->IsUserEnabledNextFrame = false; - if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0) - { - column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. - column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending); - } + init_flags |= ImGuiTableFlags_Resizable; + TableInitColumnDefaults(table, column, init_flags); } // Store name (append with zero-terminator in contiguous buffer) + // FIXME: If we recorded the number of \n in names we could compute header row height column->NameOffset = -1; if (label != NULL && label[0] != 0) { column->NameOffset = (ImS16)table->ColumnsNames.size(); - table->ColumnsNames.append(label, label + strlen(label) + 1); + table->ColumnsNames.append(label, label + ImStrlen(label) + 1); } } @@ -1535,8 +1694,8 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; - IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); - IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); + IM_ASSERT_USER_ERROR_RET(table != NULL, "Call should only be done while in BeginTable() scope!"); + IM_ASSERT(table->IsLayoutLocked == false && "TableSetupColumn(): need to call before first row!"); IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS); IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit @@ -1545,18 +1704,6 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows) table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0; table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0; table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b - - // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered. - // FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section) - for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++) - { - int order_n = table->DisplayOrderToIndex[column_n]; - if (order_n != column_n && order_n >= table->FreezeColumnsRequest) - { - ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder); - ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]); - } - } } //----------------------------------------------------------------------------- @@ -1612,9 +1759,7 @@ void ImGui::TableSetColumnEnabled(int column_n, bool enabled) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; - IM_ASSERT(table != NULL); - if (!table) - return; + IM_ASSERT_USER_ERROR_RET(table != NULL, "Call should only be done while in BeginTable() scope!"); IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above if (column_n < 0) column_n = table->CurrentColumn; @@ -1692,6 +1837,7 @@ void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; + IM_ASSERT_USER_ERROR_RET(table != NULL, "Call should only be done while in BeginTable() scope!"); IM_ASSERT(target != ImGuiTableBgTarget_None); if (color == IM_COL32_DISABLE) @@ -1821,7 +1967,10 @@ void ImGui::TableEndRow(ImGuiTable* table) IM_ASSERT(table->IsInsideRow); if (table->CurrentColumn != -1) + { TableEndCell(table); + table->CurrentColumn = -1; + } // Logging if (g.LogEnabled) @@ -1836,15 +1985,16 @@ void ImGui::TableEndRow(ImGuiTable* table) const float bg_y2 = table->RowPosY2; const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount); const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest); - if (table->CurrentRow == 0) - TableGetInstanceData(table, table->InstanceCurrent)->LastFirstRowHeight = bg_y2 - bg_y1; + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + if ((table->RowFlags & ImGuiTableRowFlags_Headers) && (table->CurrentRow == 0 || (table->LastRowFlags & ImGuiTableRowFlags_Headers))) + table_instance->LastTopHeadersRowHeight += bg_y2 - bg_y1; const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y); if (is_visible) { // Update data for TableGetHoveredRow() - if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2) - TableGetInstanceData(table, table->InstanceCurrent)->HoveredRowNext = table->CurrentRow; + if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2 && table_instance->HoveredRowNext < 0) + table_instance->HoveredRowNext = table->CurrentRow; // Decide of background color for the row ImU32 bg_col0 = 0; @@ -1898,7 +2048,8 @@ void ImGui::TableEndRow(ImGuiTable* table) cell_bg_rect.ClipWith(table->BgClipRect); cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX); - window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); + if (cell_bg_rect.Min.y < cell_bg_rect.Max.y) + window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); } } @@ -1912,37 +2063,41 @@ void ImGui::TableEndRow(ImGuiTable* table) } // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle) - // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and - // get the new cursor position. + // - We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark + // end of row and get the new cursor position. if (unfreeze_rows_request) - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main; - if (unfreeze_rows_actual) { - IM_ASSERT(table->IsUnfrozenRows == false); - const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); - table->IsUnfrozenRows = true; - TableGetInstanceData(table, table->InstanceCurrent)->LastFrozenHeight = y0 - table->OuterRect.Min.y; - - // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect - table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y); - table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y; - table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; - IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y); - - float row_height = table->RowPosY2 - table->RowPosY1; - table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; - table->RowPosY1 = table->RowPosY2 - row_height; + IM_ASSERT(table->FreezeRowsRequest > 0); for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - { - ImGuiTableColumn* column = &table->Columns[column_n]; - column->DrawChannelCurrent = column->DrawChannelUnfrozen; - column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y; - } + table->Columns[column_n].NavLayerCurrent = table->NavLayer; + const float y0 = ImMax(table->RowPosY2 + 1, table->InnerClipRect.Min.y); + table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y; - // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y - SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); - table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); + if (unfreeze_rows_actual) + { + IM_ASSERT(table->IsUnfrozenRows == false); + table->IsUnfrozenRows = true; + + // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect + table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, table->InnerClipRect.Max.y); + table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = table->InnerClipRect.Max.y; + table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; + IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y); + + float row_height = table->RowPosY2 - table->RowPosY1; + table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; + table->RowPosY1 = table->RowPosY2 - row_height; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + column->DrawChannelCurrent = column->DrawChannelUnfrozen; + column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y; + } + + // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y + SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); + } } if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) @@ -1981,7 +2136,7 @@ bool ImGui::TableSetColumnIndex(int column_n) { if (table->CurrentColumn != -1) TableEndCell(table); - IM_ASSERT(column_n >= 0 && table->ColumnsCount); + IM_ASSERT_USER_ERROR_RETV(column_n >= 0 && column_n < table->ColumnsCount, false, "TableSetColumnIndex() invalid column index!"); TableBeginCell(table, column_n); } @@ -2052,6 +2207,7 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_n) g.LastItemData.StatusFlags = 0; } + // Also see TablePushColumnChannel() if (table->Flags & ImGuiTableFlags_NoClip) { // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed. @@ -2108,9 +2264,11 @@ void ImGui::TableEndCell(ImGuiTable* table) // - TableSetColumnWidthAutoAll() [Internal] // - TableUpdateColumnsWeightFromWidth() [Internal] //------------------------------------------------------------------------- +// Note that actual columns widths are computed in TableUpdateLayout(). +//------------------------------------------------------------------------- -// Maximum column content width given current layout. Use column->MinX so this value on a per-column basis. -float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n) +// Maximum column content width given current layout. Use column->MinX so this value differs on a per-column basis. +float ImGui::TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n) { const ImGuiTableColumn* column = &table->Columns[column_n]; float max_width = FLT_MAX; @@ -2172,7 +2330,7 @@ void ImGui::TableSetColumnWidth(int column_n, float width) // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded) IM_ASSERT(table->MinColumnWidth > 0.0f); const float min_width = table->MinColumnWidth; - const float max_width = ImMax(min_width, TableGetMaxColumnWidth(table, column_n)); + const float max_width = ImMax(min_width, column_0->WidthMax); // Don't use TableCalcMaxColumnWidth() here as it would rely on MinX from last instance (#7933) column_0_width = ImClamp(column_0_width, min_width, max_width); if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) return; @@ -2300,9 +2458,15 @@ void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) // - TablePopBackgroundChannel() [Internal] // - TableSetupDrawChannels() [Internal] // - TableMergeDrawChannels() [Internal] +// - TableGetColumnBorderCol() [Internal] // - TableDrawBorders() [Internal] //------------------------------------------------------------------------- + +// FIXME: This could be abstracted and merged with PushColumnsBackground(), by creating a generic struct +// with storage for backup cliprect + backup channel + storage for splitter pointer, new clip rect. +// This would slightly simplify caller code. + // Bg2 is used by Selectable (and possibly other widgets) to render to the background. // Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect. void ImGui::TablePushBackgroundChannel() @@ -2322,10 +2486,38 @@ void ImGui::TablePopBackgroundChannel() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiTable* table = g.CurrentTable; - ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; // Optimization: avoid PopClipRect() + SetCurrentChannel() SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[table->CurrentColumn].DrawChannelCurrent); +} + +// Also see TableBeginCell() +void ImGui::TablePushColumnChannel(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + if (table->Flags & ImGuiTableFlags_NoClip) + return; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiTableColumn* column = &table->Columns[column_n]; + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); +} + +void ImGui::TablePopColumnChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + if ((table->Flags & ImGuiTableFlags_NoClip) || (table->CurrentColumn == -1)) // Calling TreePop() after TableNextRow() is supported. + return; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); } @@ -2343,7 +2535,7 @@ void ImGui::TablePopBackgroundChannel() // - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call) // - Clip --> 2+D+N channels // - FreezeRows --> 2+D+N*2 (unless scrolling value is zero) -// - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero) +// - FreezeRows || FreezeColumns --> 3+D+N*2 (unless scrolling value is zero) // Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0. void ImGui::TableSetupDrawChannels(ImGuiTable* table) { @@ -2436,7 +2628,7 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) const int size_for_masks_bitarrays_one = (int)ImBitArrayGetStorageSizeInBytes(max_draw_channels); g.TempBuffer.reserve(size_for_masks_bitarrays_one * 5); memset(g.TempBuffer.Data, 0, size_for_masks_bitarrays_one * 5); - for (int n = 0; n < IM_ARRAYSIZE(merge_groups); n++) + for (int n = 0; n < IM_COUNTOF(merge_groups); n++) merge_groups[n].ChannelsMask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * n)); ImBitArrayPtr remaining_mask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * 4)); @@ -2493,7 +2685,7 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) // [DEBUG] Display merge groups #if 0 if (g.IO.KeyShift) - for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + for (int merge_group_n = 0; merge_group_n < IM_COUNTOF(merge_groups); merge_group_n++) { MergeGroup* merge_group = &merge_groups[merge_group_n]; if (merge_group->ChannelsCount == 0) @@ -2521,7 +2713,7 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS); //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect; ImRect host_rect = table->HostClipRect; - for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + for (int merge_group_n = 0; merge_group_n < IM_COUNTOF(merge_groups); merge_group_n++) { if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount) { @@ -2583,6 +2775,18 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) } } +static ImU32 TableGetColumnBorderCol(ImGuiTable* table, int order_n, int column_n) +{ + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); + if (is_resized || is_hovered) + return ImGui::GetColorU32(is_resized ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); + if (is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize))) + return table->BorderColorStrong; + return table->BorderColorLight; +} + // FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow) void ImGui::TableDrawBorders(ImGuiTable* table) { @@ -2597,9 +2801,9 @@ void ImGui::TableDrawBorders(ImGuiTable* table) // Draw inner border and resizing feedback ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); const float border_size = TABLE_BORDER_SIZE; - const float draw_y1 = table->InnerRect.Min.y + ((table->Flags & ImGuiTableFlags_BordersOuterH) ? 1.0f : 0.0f); + const float draw_y1 = ImMax(table->InnerRect.Min.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight) + ((table->Flags & ImGuiTableFlags_BordersOuterH) ? 1.0f : 0.0f); const float draw_y2_body = table->InnerRect.Max.y; - const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastFirstRowHeight) : draw_y1; + const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastTopHeadersRowHeight) : draw_y1; if (table->Flags & ImGuiTableFlags_BordersInnerV) { for (int order_n = 0; order_n < table->ColumnsCount; order_n++) @@ -2624,22 +2828,15 @@ void ImGui::TableDrawBorders(ImGuiTable* table) continue; // Draw in outer window so right-most column won't be clipped - // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling. - ImU32 col; - float draw_y2; - if (is_hovered || is_resized || is_frozen_separator) - { + float draw_y2 = draw_y2_head; + if (is_frozen_separator) + draw_y2 = draw_y2_body; + else if ((table->Flags & ImGuiTableFlags_NoBordersInBodyUntilResize) != 0 && (is_hovered || is_resized)) + draw_y2 = draw_y2_body; + else if ((table->Flags & (ImGuiTableFlags_NoBordersInBodyUntilResize | ImGuiTableFlags_NoBordersInBody)) == 0) draw_y2 = draw_y2_body; - col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : table->BorderColorStrong; - } - else - { - draw_y2 = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? draw_y2_head : draw_y2_body; - col = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? table->BorderColorStrong : table->BorderColorLight; - } - if (draw_y2 > draw_y1) - inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), col, border_size); + inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size); } } @@ -2656,7 +2853,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table) const ImU32 outer_col = table->BorderColorStrong; if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter) { - inner_drawlist->AddRect(outer_border.Min, outer_border.Max + ImVec2(1, 1), outer_col, 0.0f, 0, border_size); + inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size); } else if (table->Flags & ImGuiTableFlags_BordersOuterV) { @@ -2700,9 +2897,7 @@ ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; - IM_ASSERT(table != NULL); - - if (!(table->Flags & ImGuiTableFlags_Sortable)) + if (table == NULL || !(table->Flags & ImGuiTableFlags_Sortable)) return NULL; // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths. @@ -2716,7 +2911,7 @@ ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n) { IM_ASSERT(n < column->SortDirectionsAvailCount); - return (column->SortDirectionsAvailList >> (n << 1)) & 0x03; + return (ImGuiSortDirection)((column->SortDirectionsAvailList >> (n << 1)) & 0x03); } // Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending) @@ -2857,6 +3052,7 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table) } // Write output + // May be able to move all SortSpecs data from table (48 bytes) to ImGuiTableTempData if we decide to write it back on every BeginTable() ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data; if (dirty && sort_specs != NULL) for (int column_n = 0; column_n < table->ColumnsCount; column_n++) @@ -2869,7 +3065,7 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table) sort_spec->ColumnUserID = column->UserID; sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n; sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder; - sort_spec->SortDirection = column->SortDirection; + sort_spec->SortDirection = (ImGuiSortDirection)column->SortDirection; } table->SortSpecs.Specs = sort_specs; @@ -2880,8 +3076,11 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table) // [SECTION] Tables: Headers //------------------------------------------------------------------------- // - TableGetHeaderRowHeight() [Internal] +// - TableGetHeaderAngledMaxLabelWidth() [Internal] // - TableHeadersRow() // - TableHeader() +// - TableAngledHeadersRow() +// - TableAngledHeadersRowEx() [Internal] //------------------------------------------------------------------------- float ImGui::TableGetHeaderRowHeight() @@ -2890,49 +3089,60 @@ float ImGui::TableGetHeaderRowHeight() // Calculate row height, for the unlikely case that some labels may be taller than others. // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height. // In your custom header row you may omit this all together and just call TableNextRow() without a height... - float row_height = GetTextLineHeight(); - int columns_count = TableGetColumnCount(); - for (int column_n = 0; column_n < columns_count; column_n++) - { - ImGuiTableColumnFlags flags = TableGetColumnFlags(column_n); - if ((flags & ImGuiTableColumnFlags_IsEnabled) && !(flags & ImGuiTableColumnFlags_NoHeaderLabel)) - row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y); - } - row_height += GetStyle().CellPadding.y * 2.0f; - return row_height; + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + float row_height = g.FontSize; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + if ((table->Columns[column_n].Flags & ImGuiTableColumnFlags_NoHeaderLabel) == 0) + row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(table, column_n)).y); + return row_height + g.Style.CellPadding.y * 2.0f; +} + +float ImGui::TableGetHeaderAngledMaxLabelWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + float width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + if (table->Columns[column_n].Flags & ImGuiTableColumnFlags_AngledHeader) + width = ImMax(width, CalcTextSize(TableGetColumnName(table, column_n), NULL, true).x); + return width + g.Style.CellPadding.y * 2.0f; // Swap padding } // [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). // The intent is that advanced users willing to create customized headers would not need to use this helper -// and can create their own! For example: TableHeader() may be preceeded by Checkbox() or other custom widgets. +// and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets. // See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this. -// This code is constructed to not make much use of internal functions, as it is intended to be a template to copy. +// This code is intentionally written to not make much use of internal functions, to give you better direction +// if you need to write your own. // FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public. void ImGui::TableHeadersRow() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; - IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!"); + IM_ASSERT_USER_ERROR_RET(table != NULL, "Call should only be done while in BeginTable() scope!"); - // Layout if not already done (this is automatically done by TableNextRow, we do it here solely to facilitate stepping in debugger as it is frequent to step in TableUpdateLayout) + // Call layout if not already done. This is automatically done by TableNextRow: we do it here _only_ to make + // it easier to debug-step in TableUpdateLayout(). Your own version of this function doesn't need this. if (!table->IsLayoutLocked) TableUpdateLayout(table); // Open row - const float row_y1 = GetCursorScreenPos().y; const float row_height = TableGetHeaderRowHeight(); TableNextRow(ImGuiTableRowFlags_Headers, row_height); + const float row_y1 = GetCursorScreenPos().y; if (table->HostSkipItems) // Merely an optimization, you may skip in your own code. return; const int columns_count = TableGetColumnCount(); for (int column_n = 0; column_n < columns_count; column_n++) { - if (!TableSetColumnIndex(column_n)) + if (!TableSetColumnIndex(column_n) && table->LastHeldHeaderColumn != column_n) continue; - // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them) - // In your own code you may omit the PushID/PopID all-together, provided you know they won't collide. + // Push an id to allow empty/unnamed headers. This is also idiomatic as it ensure there is a consistent ID path to access columns (for e.g. automation) const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); PushID(column_n); TableHeader(name); @@ -2943,7 +3153,7 @@ void ImGui::TableHeadersRow() ImVec2 mouse_pos = ImGui::GetMousePos(); if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count) if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height) - TableOpenContextMenu(-1); // Will open a non-column-specific popup. + TableOpenContextMenu(columns_count); // Will open a non-column-specific popup. } // Emit a column header (text + optional sort order) @@ -2957,7 +3167,7 @@ void ImGui::TableHeader(const char* label) return; ImGuiTable* table = g.CurrentTable; - IM_ASSERT(table != NULL && "Need to call TableHeader() after BeginTable()!"); + IM_ASSERT_USER_ERROR_RET(table != NULL, "Call should only be done while in BeginTable() scope!"); IM_ASSERT(table->CurrentColumn != -1); const int column_n = table->CurrentColumn; ImGuiTableColumn* column = &table->Columns[column_n]; @@ -2977,25 +3187,27 @@ void ImGui::TableHeader(const char* label) // Calculate ideal size for sort order arrow float w_arrow = 0.0f; float w_sort_text = 0.0f; + bool sort_arrow = false; char sort_order_suf[4] = ""; const float ARROW_SCALE = 0.65f; if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) { - w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x); + w_arrow = ImTrunc(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x); + if (column->SortOrder != -1) + sort_arrow = true; if (column->SortOrder > 0) { - ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1); + ImFormatString(sort_order_suf, IM_COUNTOF(sort_order_suf), "%d", column->SortOrder + 1); w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x; } } - // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering for merging. + // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considered for merging. float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow; - column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, column->WorkMaxX); + column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, sort_arrow ? cell_r.Max.x : ImMin(max_pos_x, cell_r.Max.x)); column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x); // Keep header highlighted when context menu is open. - const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceCurrent); ImGuiID id = window->GetID(label); ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f)); ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal @@ -3006,9 +3218,10 @@ void ImGui::TableHeader(const char* label) //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] // Using AllowOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items. + const bool highlight = (table->HighlightColumnHeader == column_n); bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowOverlap); - if (held || hovered || selected) + if (held || hovered || highlight) { const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); //RenderFrame(bb.Min, bb.Max, col, false, 0.0f); @@ -3020,7 +3233,7 @@ void ImGui::TableHeader(const char* label) if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0) TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn); } - RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding); if (held) table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n; window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; @@ -3029,21 +3242,19 @@ void ImGui::TableHeader(const char* label) // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone. if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive) { - // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x - table->ReorderColumn = (ImGuiTableColumnIdx)column_n; + // - While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x + // - We need to handle reordering across hidden columns. + // In the configuration below, moving C to the right of E will lead to: + // ... C [D] E ---> ... [D] E C (Column name/index) + // ... 2 3 4 ... 2 3 4 (Display order) + // - The other constraints are enforced by TableQueueSetColumnDisplayOrder() which might early out. table->InstanceInteracted = table->InstanceCurrent; - - // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder. if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x) if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL) - if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder)) - if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) - table->ReorderColumnDir = -1; + TableQueueSetColumnDisplayOrder(table, column_n, prev_column->DisplayOrder); if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x) if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL) - if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder)) - if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) - table->ReorderColumnDir = +1; + TableQueueSetColumnDisplayOrder(table, column_n, next_column->DisplayOrder); } // Sort order arrow @@ -3075,22 +3286,194 @@ void ImGui::TableHeader(const char* label) // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will // be merged into a single draw call. //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE); - RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, bb.Max.y), ellipsis_max, label, label_end, &label_size); const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); if (text_clipped && hovered && g.ActiveId == 0) SetItemTooltip("%.*s", (int)(label_end - label), label); // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden - if (IsMouseReleased(1) && IsItemHovered()) + if (IsPopupOpenRequestForItem(ImGuiPopupFlags_None, id)) TableOpenContextMenu(column_n); } +// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets. +// FIXME: No hit-testing/button on the angled header. +void ImGui::TableAngledHeadersRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + ImGuiTableTempData* temp_data = table->TempData; + temp_data->AngledHeadersRequests.resize(0); + temp_data->AngledHeadersRequests.reserve(table->ColumnsEnabledCount); + + // Which column needs highlight? + const ImGuiID row_id = GetID("##AngledHeaders"); + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + int highlight_column_n = (table->LastHeldHeaderColumn != -1) ? table->LastHeldHeaderColumn : table->HighlightColumnHeader; + if (highlight_column_n == -1 && table->HoveredColumnBody != -1) + if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive))) + highlight_column_n = table->HoveredColumnBody; + + // Build up request + ImU32 col_header_bg = GetColorU32(ImGuiCol_TableHeaderBg); + ImU32 col_text = GetColorU32(ImGuiCol_Text); + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here. + continue; + ImGuiTableHeaderData request = { (ImGuiTableColumnIdx)column_n, col_text, col_header_bg, (column_n == highlight_column_n) ? GetColorU32(ImGuiCol_Header) : 0 }; + temp_data->AngledHeadersRequests.push_back(request); + } + + // Render row + TableAngledHeadersRowEx(row_id, g.Style.TableAngledHeadersAngle, 0.0f, temp_data->AngledHeadersRequests.Data, temp_data->AngledHeadersRequests.Size); +} + +// Important: data must be fed left to right +void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + ImGuiWindow* window = g.CurrentWindow; + ImDrawList* draw_list = window->DrawList; + IM_ASSERT_USER_ERROR_RET(table != NULL, "Call should only be done while in BeginTable() scope!"); + IM_ASSERT(table->CurrentRow == -1 && "Must be first row"); + + if (max_label_width == 0.0f) + max_label_width = TableGetHeaderAngledMaxLabelWidth(); + + // Angle argument expressed in (-IM_PI/2 .. +IM_PI/2) as it is easier to think about for user. + const bool flip_label = (angle < 0.0f); + angle -= IM_PI * 0.5f; + const float cos_a = ImCos(angle); + const float sin_a = ImSin(angle); + const float label_cos_a = flip_label ? ImCos(angle + IM_PI) : cos_a; + const float label_sin_a = flip_label ? ImSin(angle + IM_PI) : sin_a; + const ImVec2 unit_right = ImVec2(cos_a, sin_a); + + // Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow() + // FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other. + const float header_height = g.FontSize + g.Style.CellPadding.x * 2.0f; + const float row_height = ImTrunc(ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y)); + table->AngledHeadersHeight = row_height; + table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f; + const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); // vector from bottom-left to top-left, and from bottom-right to top-right + + // Declare row, override and draw our own background + // FIXME-TABLE: Generally broken when overlapping frozen columns limit. + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + TableNextColumn(); + const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, table->RowPosY2); + table->DrawSplitter->SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0); + float clip_rect_min_x = table->BgClipRect.Min.x; + if (table->FreezeColumnsCount > 0) + clip_rect_min_x = ImMax(clip_rect_min_x, table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsCount - 1]].MaxX); + TableSetBgColor(ImGuiTableBgTarget_RowBg0, 0); // Cancel + PushClipRect(table->BgClipRect.Min, table->BgClipRect.Max, false); // Span all columns + draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color. + PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns + + ButtonBehavior(row_r, row_id, NULL, NULL); + KeepAliveID(row_id); + + const float ascent_scaled = g.FontBaked->Ascent * g.FontBakedScale; // FIXME: Standardize those scaling factors better + const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f); + const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component + const ImVec2 align = g.Style.TableAngledHeadersTextAlign; + + // Draw background and labels in first pass, then all borders. + float max_x = -FLT_MAX; + for (int pass = 0; pass < 2; pass++) + for (int order_n = 0; order_n < data_count; order_n++) + { + const ImGuiTableHeaderData* request = &data[order_n]; + const int column_n = request->Index; + ImGuiTableColumn* column = &table->Columns[column_n]; + + ImVec2 bg_shape[4]; + bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y); + bg_shape[1] = ImVec2(column->MinX, row_r.Max.y); + bg_shape[2] = bg_shape[1] + header_angled_vector; + bg_shape[3] = bg_shape[0] + header_angled_vector; + if (pass == 0) + { + // Draw shape + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor0); + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor1); // Optional highlight + max_x = ImMax(max_x, bg_shape[3].x); + + // Draw label + // - First draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset. + // - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated. + const char* label_name = TableGetColumnName(table, column_n); + const char* label_name_end = FindRenderedTextEnd(label_name); + const float line_off_step_x = (g.FontSize / -sin_a); + const int label_lines = ImTextCountLines(label_name, label_name_end); + + // Left<>Right alignment + float line_off_curr_x = flip_label ? (label_lines - 1) * line_off_step_x : 0.0f; + float line_off_for_align_x = ImFloor(ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x); + line_off_curr_x += line_off_for_align_x - line_off_for_ascent_x; + + // Register header width + column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(label_lines * line_off_step_x - line_off_for_align_x); + + while (label_name < label_name_end) + { + const char* label_name_eol = strchr(label_name, '\n'); + if (label_name_eol == NULL) + label_name_eol = label_name_end; + + // FIXME: Individual line clipping for right-most column is broken for negative angles. + ImVec2 label_size = CalcTextSize(label_name, label_name_eol); + float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symmetrical but hide more text. + float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x); + ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height)); + int vtx_idx_begin = draw_list->_VtxCurrentIdx; + PushStyleColor(ImGuiCol_Text, request->TextColor); + RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, label_name, label_name_eol, &label_size); + PopStyleColor(); + int vtx_idx_end = draw_list->_VtxCurrentIdx; + + // Up<>Down alignment + const float available_space = ImMax(clip_width - label_size.x + ImAbs(padding.x * cos_a) * 2.0f - ImAbs(padding.y * sin_a) * 2.0f, 0.0f); + const float vertical_offset = available_space * align.y * (flip_label ? -1.0f : 1.0f); + + // Rotate and offset label + ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x - vertical_offset, window->ClipRect.Min.y + label_size.y); + ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y); + line_off_curr_x += flip_label ? -line_off_step_x : line_off_step_x; + pivot_out += unit_right * padding.y; + if (flip_label) + pivot_out += unit_right * (clip_width - ImMax(0.0f, clip_width - label_size.x)); + pivot_out.x += flip_label ? line_off_curr_x + line_off_step_x : line_off_curr_x; + ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset + //if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 1.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); } + + label_name = label_name_eol + 1; + } + } + if (pass == 1) + { + // Draw border + draw_list->AddLine(bg_shape[0], bg_shape[3], TableGetColumnBorderCol(table, order_n, column_n)); + } + } + PopClipRect(); + PopClipRect(); + table->TempData->AngledHeadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX); +} + //------------------------------------------------------------------------- // [SECTION] Tables: Context Menu //------------------------------------------------------------------------- // - TableOpenContextMenu() [Internal] -// - TableDrawContextMenu() [Internal] +// - TableBeginContextMenuPopup() [Internal] +// - TableDrawDefaultContextMenu() [Internal] //------------------------------------------------------------------------- // Use -1 to open menu not specific to a given column. @@ -3124,9 +3507,45 @@ bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table) return false; } +// FIXME: Copied from MenuItem() for the purpose of being able to pass _SelectOnRelease (#9312) +static bool MenuItemForColumnReorder(const char* label, bool selected, bool enabled) +{ + using namespace ImGui; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); + float min_w = offsets->DeclColumns(0.0f, label_size.x, 0.0f, checkmark_w); // Feedback for next frame + float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + + ImGuiID id = GetID(label); + ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SpanAvailWidth; + if (g.ActiveId == id) + selectable_flags |= ImGuiSelectableFlags_Highlight; // Stays highlighted while dragging. + const bool has_been_moved = (g.ActiveId == id) && g.ActiveIdHasBeenEditedBefore; // But disable toggling once moved. + + BeginDisabled(!enabled); // Don't use ImGuiSelectableFlags_Disabled so that Check mark is also affected. + bool ret = Selectable(label, false, selectable_flags, ImVec2(min_w, label_size.y)) && !has_been_moved; // Can't use IsMouseDragging(0) as button is released already. + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) && selected) + RenderCheckMark(window->DrawList, text_pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); + EndDisabled(); + + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); + return ret; +} + // Output context menu into current window (generally a popup) // FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? -void ImGui::TableDrawContextMenu(ImGuiTable* table) +// Sections to display are pulled from 'flags_for_section_to_display', which is typically == table->Flags. +// - ImGuiTableFlags_Resizable -> display Sizing menu items +// - ImGuiTableFlags_Reorderable -> display "Reset Order" +////- ImGuiTableFlags_Sortable -> display sorting options (disabled) +// - ImGuiTableFlags_Hideable -> display columns visibility menu items +// It means if you have a custom context menus you can call this section and omit some sections, and add your own. +void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -3134,17 +3553,17 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table) return; bool want_separator = false; - const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1; - ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL; + const int context_column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1; + ImGuiTableColumn* context_column = (context_column_n != -1) ? &table->Columns[context_column_n] : NULL; // Sizing - if (table->Flags & ImGuiTableFlags_Resizable) + if (flags_for_section_to_display & ImGuiTableFlags_Resizable) { - if (column != NULL) + if (context_column != NULL) { - const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled; + const bool can_resize = !(context_column->Flags & ImGuiTableColumnFlags_NoResize) && context_column->IsEnabled; if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableSizeOne), NULL, false, can_resize)) // "###SizeOne" - TableSetColumnWidthAutoSingle(table, column_n); + TableSetColumnWidthAutoSingle(table, context_column_n); } const char* size_all_desc; @@ -3158,7 +3577,7 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table) } // Ordering - if (table->Flags & ImGuiTableFlags_Reorderable) + if (flags_for_section_to_display & ImGuiTableFlags_Reorderable) { if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder)) table->IsResetDisplayOrderRequest = true; @@ -3172,7 +3591,7 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table) // Sorting // (modify TableOpenContextMenu() to add _Sortable flag if enabling this) #if 0 - if ((table->Flags & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0) + if ((flags_for_section_to_display & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0) { if (want_separator) Separator(); @@ -3187,29 +3606,53 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table) #endif // Hiding / Visibility - if (table->Flags & ImGuiTableFlags_Hideable) + if (flags_for_section_to_display & ImGuiTableFlags_Hideable) { if (want_separator) Separator(); want_separator = true; - PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true); - for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + // While reordering: we calculate min/max allowed range once here so we can avoid a O(N log N) in the loop (because the query itself does a sweep scan). + // This assume that reordering constraints output a single range, otherwise would need to either call TableGetMaxDisplayOrderAllowed() for each item below, or cache this once per frame into columns. + const bool is_reordering = (g.ActiveId != 0 && g.ActiveIdWindow == g.CurrentWindow && table->ReorderColumn != -1 && g.ActiveIdHasBeenEditedBefore); // FIXME: This is a bit of a hack. + const int reorder_src_order = is_reordering ? table->Columns[table->ReorderColumn].DisplayOrder : -1; + const int reorder_min_order = is_reordering ? TableGetMaxDisplayOrderAllowed(table, reorder_src_order, 0) : 0; + const int reorder_max_order = is_reordering ? TableGetMaxDisplayOrderAllowed(table, reorder_src_order, table->ColumnsCount - 1) : table->ColumnsCount - 1; + PushItemFlag(ImGuiItemFlags_AutoClosePopups, false); + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) { - ImGuiTableColumn* other_column = &table->Columns[other_column_n]; - if (other_column->Flags & ImGuiTableColumnFlags_Disabled) + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->Flags & ImGuiTableColumnFlags_Disabled) continue; - const char* name = TableGetColumnName(table, other_column_n); + const char* name = TableGetColumnName(table, column_n); if (name == NULL || name[0] == 0) name = ""; // Make sure we can't hide the last active column - bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true; - if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1) - menu_item_active = false; - if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active)) - other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled; + bool menu_item_enabled = (column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true; + if (column->IsUserEnabled && table->ColumnsEnabledCount <= 1) + menu_item_enabled = false; + if (is_reordering && (column->DisplayOrder < reorder_min_order || column->DisplayOrder > reorder_max_order)) + menu_item_enabled = false; + if (MenuItemForColumnReorder(name, column->IsUserEnabled, menu_item_enabled)) + column->IsUserEnabledNextFrame = !column->IsUserEnabled; + + // Drag to reorder + // FIXME: It is currently not possible to reorder columns marked with ImGuiTableColumnFlags_NoHide. + if (IsItemActive() && IsMouseDragging(0) && g.ActiveIdSource == ImGuiInputSource_Mouse && (table->Flags & ImGuiTableFlags_Reorderable)) + { + g.ActiveIdHasBeenEditedBefore = true; // Disable toggle in MenuItemForColumnReorder() + start dimming to display allowed reorder targets. + table->ReorderColumn = (ImGuiTableColumnIdx)column_n; + if (!IsItemHovered()) + { + int reorder_dir = (g.IO.MousePos.y < (g.LastItemData.Rect.Min.y + g.LastItemData.Rect.Max.y) * 0.5f) ? -1 : +1; + float reorder_amount = (reorder_dir < 0 ? g.LastItemData.Rect.Min.y - g.IO.MousePos.y : g.IO.MousePos.y - g.LastItemData.Rect.Max.y) / g.LastItemData.Rect.GetHeight(); + int dst_order = column->DisplayOrder + (int)ImCeil(reorder_amount) * reorder_dir; // Estimated target order, will be validated and clamped. + TableQueueSetColumnDisplayOrder(table, column_n, dst_order); + } + } } PopItemFlag(); } @@ -3383,9 +3826,16 @@ void ImGui::TableLoadSettings(ImGuiTable* table) table->SettingsLoadedFlags = settings->SaveFlags; table->RefScale = settings->RefScale; + // Initialize default columns settings + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + TableInitColumnDefaults(table, column, ~0); + column->AutoFitQueue = 0x00; + } + // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); - ImU64 display_order_mask = 0; for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++) { int column_n = column_settings->Index; @@ -3399,29 +3849,54 @@ void ImGui::TableLoadSettings(ImGuiTable* table) column->StretchWeight = column_settings->WidthOrWeight; else column->WidthRequest = column_settings->WidthOrWeight; - column->AutoFitQueue = 0x00; } if (settings->SaveFlags & ImGuiTableFlags_Reorderable) column->DisplayOrder = column_settings->DisplayOrder; - else - column->DisplayOrder = (ImGuiTableColumnIdx)column_n; - display_order_mask |= (ImU64)1 << column->DisplayOrder; - column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled; + if ((settings->SaveFlags & ImGuiTableFlags_Hideable) && column_settings->IsEnabled != -1) + column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled == 1; column->SortOrder = column_settings->SortOrder; column->SortDirection = column_settings->SortDirection; } - // Validate and fix invalid display order data - const ImU64 expected_display_order_mask = (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1; - if (display_order_mask != expected_display_order_mask) - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - table->Columns[column_n].DisplayOrder = (ImGuiTableColumnIdx)column_n; - - // Rebuild index + // Fix display order and build index + if (settings->SaveFlags & ImGuiTableFlags_Reorderable) + TableFixDisplayOrder(table); for (int column_n = 0; column_n < table->ColumnsCount; column_n++) table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; } +struct ImGuiTableFixDisplayOrderColumnData +{ + ImGuiTableColumnIdx Idx; + ImGuiTable* Table; // This is unfortunate but we don't have userdata in qsort api. +}; + +// Sort by DisplayOrder and then Index +static int IMGUI_CDECL TableFixDisplayOrderComparer(const void* lhs, const void* rhs) +{ + const ImGuiTable* table = ((const ImGuiTableFixDisplayOrderColumnData*)lhs)->Table; + const ImGuiTableColumnIdx lhs_idx = ((const ImGuiTableFixDisplayOrderColumnData*)lhs)->Idx; + const ImGuiTableColumnIdx rhs_idx = ((const ImGuiTableFixDisplayOrderColumnData*)rhs)->Idx; + const int order_delta = (table->Columns[lhs_idx].DisplayOrder - table->Columns[rhs_idx].DisplayOrder); + return (order_delta > 0) ? +1 : (order_delta < 0) ? -1 : (lhs_idx > rhs_idx) ? +1 : -1; +} + +// Fix invalid display order data: compact values (0,1,3 -> 0,1,2); preserve relative order (0,3,1 -> 0,2,1); deduplicate (0,4,1,1 -> 0,3,1,2) +void ImGui::TableFixDisplayOrder(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + g.TempBuffer.reserve((int)(sizeof(ImGuiTableFixDisplayOrderColumnData) * table->ColumnsCount)); // FIXME: Maybe wrap those two lines as a helper. + ImGuiTableFixDisplayOrderColumnData* fdo_columns = (ImGuiTableFixDisplayOrderColumnData*)(void*)g.TempBuffer.Data; + for (int n = 0; n < table->ColumnsCount; n++) + { + fdo_columns[n].Idx = (ImGuiTableColumnIdx)n; + fdo_columns[n].Table = table; + } + ImQsort(fdo_columns, (size_t)table->ColumnsCount, sizeof(ImGuiTableFixDisplayOrderColumnData), TableFixDisplayOrderComparer); + for (int n = 0; n < table->ColumnsCount; n++) + table->Columns[fdo_columns[n].Idx].DisplayOrder = (ImGuiTableColumnIdx)n; +} + static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { ImGuiContext& g = *ctx; @@ -3502,8 +3977,7 @@ static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandle const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0; const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0; const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0; - if (!save_size && !save_visible && !save_order && !save_sort) - continue; + // We need to save the [Table] entry even if all the bools are false, since this records a table with "default settings". buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount); @@ -3550,7 +4024,7 @@ void ImGui::TableSettingsAddSettingsHandler() // - TableGcCompactSettings() [Internal] //------------------------------------------------------------------------- -// Remove Table (currently only used by TestEngine) +// Remove Table data (currently only used by TestEngine) void ImGui::TableRemove(ImGuiTable* table) { //IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID); @@ -3623,24 +4097,32 @@ static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_poli void ImGui::DebugNodeTable(ImGuiTable* table) { - const bool is_active = (table->LastFrameActive >= GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + ImGuiContext& g = *GImGui; + const bool is_active = (table->LastFrameActive >= g.FrameCount - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } bool open = TreeNode(table, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*"); if (!is_active) { PopStyleColor(); } if (IsItemHovered()) - GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); + GetForegroundDrawList(table->OuterWindow)->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); if (IsItemVisible() && table->HoveredColumnBody != -1) - GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + GetForegroundDrawList(table->OuterWindow)->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); if (!open) return; if (table->InstanceCurrent > 0) Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1); + if (g.IO.ConfigDebugIsDebuggerPresent) + { + if (DebugBreakButton("**DebugBreak**", "in BeginTable()")) + g.DebugBreakInTable = table->ID; + SameLine(); + } + bool clear_settings = SmallButton("Clear settings"); BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags)); BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX); BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder); - BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn); + BulletText("ResizedColumn: %d, HeldHeaderColumn: %d, ReorderColumn: %d", table->LastResizedColumn, table->LastHeldHeaderColumn, table->ReorderColumn); for (int n = 0; n < table->InstanceCurrent + 1; n++) { ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, n); @@ -3656,7 +4138,7 @@ void ImGui::DebugNodeTable(ImGuiTable* table) ImGuiTableColumn* column = &table->Columns[n]; const char* name = TableGetColumnName(table, n); char buf[512]; - ImFormatString(buf, IM_ARRAYSIZE(buf), + ImFormatString(buf, IM_COUNTOF(buf), "Column %d order %d '%s': offset %+.2f to %+.2f%s\n" "Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n" "WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\n" @@ -3677,7 +4159,7 @@ void ImGui::DebugNodeTable(ImGuiTable* table) if (IsItemHovered()) { ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y); - GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255)); + GetForegroundDrawList(table->OuterWindow)->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255)); } } if (ImGuiTableSettings* settings = TableGetBoundSettings(table)) @@ -3771,7 +4253,7 @@ float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offse return offset / (columns->OffMaxX - columns->OffMinX); } -static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; +static const float COLUMNS_HIT_RECT_HALF_THICKNESS = 4.0f; static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index) { @@ -3782,7 +4264,7 @@ static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index) IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); - float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale) - window->Pos.x; x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths)) x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); @@ -3955,7 +4437,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFl // Set state for first column // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect const float column_padding = g.Style.ItemSpacing.x; - const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); + const float half_clip_extend_x = ImTrunc(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); @@ -4002,7 +4484,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFl float width = offset_1 - offset_0; PushItemWidth(width * 0.65f); window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; window->WorkRect.Max.y = window->ContentRegionRect.Max.y; } @@ -4018,7 +4500,7 @@ void ImGui::NextColumn() if (columns->Count == 1) { - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); IM_ASSERT(columns->Current == 0); return; } @@ -4050,7 +4532,7 @@ void ImGui::NextColumn() window->DC.IsSameLine = false; columns->LineMinY = columns->LineMaxY; } - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->DC.CursorPos.y = columns->LineMinY; window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrLineTextBaseOffset = 0.0f; @@ -4097,7 +4579,7 @@ void ImGui::EndColumns() ImGuiOldColumnData* column = &columns->Columns[n]; float x = window->Pos.x + GetColumnOffset(n); const ImGuiID column_id = columns->ID + ImGuiID(n); - const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; + const float column_hit_hw = ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale); const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav)) continue; @@ -4107,14 +4589,14 @@ void ImGui::EndColumns() { ButtonBehavior(column_hit_rect, column_id, &hovered, &held); if (hovered || held) - g.MouseCursor = ImGuiMouseCursor_ResizeEW; + SetMouseCursor(ImGuiMouseCursor_ResizeEW); if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize)) dragging_column = n; } // Draw column const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); - const float xi = IM_FLOOR(x); + const float xi = IM_TRUNC(x); window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); } @@ -4135,16 +4617,16 @@ void ImGui::EndColumns() window->ParentWorkRect = columns->HostBackupParentWorkRect; window->DC.CurrentColumns = NULL; window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); NavUpdateCurrentWindowIsScrollPushableX(); } -void ImGui::Columns(int columns_count, const char* id, bool border) +void ImGui::Columns(int columns_count, const char* id, bool borders) { ImGuiWindow* window = GetCurrentWindow(); IM_ASSERT(columns_count >= 1); - ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder); + ImGuiOldColumnFlags flags = (borders ? 0 : ImGuiOldColumnFlags_NoBorder); //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior ImGuiOldColumns* columns = window->DC.CurrentColumns; if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) diff --git a/thirdparty/imgui_suite/imgui/cpp/imgui_widgets.cpp b/thirdparty/imgui_suite/imgui/cpp/imgui_widgets.cpp index 5d1dd459d2..743a839489 100644 --- a/thirdparty/imgui_suite/imgui/cpp/imgui_widgets.cpp +++ b/thirdparty/imgui_suite/imgui/cpp/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90 WIP +// dear imgui, v1.92.8 WIP // (widgets code) /* @@ -19,7 +19,9 @@ Index of this file: // [SECTION] Widgets: TreeNode, CollapsingHeader, etc. // [SECTION] Widgets: Selectable // [SECTION] Widgets: Typing-Select support +// [SECTION] Widgets: Box-Select support // [SECTION] Widgets: Multi-Select support +// [SECTION] Widgets: Multi-Select helpers // [SECTION] Widgets: ListBox // [SECTION] Widgets: PlotLines, PlotHistogram // [SECTION] Widgets: Value helpers @@ -68,18 +70,29 @@ Index of this file: #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int' #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') #pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*' #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked -#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#pragma GCC diagnostic ignored "-Wsign-conversion" // warning: conversion to 'xxxx' from 'xxxx' may change the sign of the result #endif //------------------------------------------------------------------------- @@ -122,9 +135,8 @@ static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); //------------------------------------------------------------------------- // For InputTextEx() -static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source); -static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); -static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); +static bool InputTextFilterCharacter(ImGuiContext* ctx, ImGuiInputTextState* state, unsigned int* p_char, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard = false); +static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end_display, const char* text_end, const char** out_remaining = NULL, ImVec2* out_offset = NULL, ImDrawTextFlags flags = 0); //------------------------------------------------------------------------- // [SECTION] Widgets: Text, etc. @@ -159,7 +171,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) // Calculate length const char* text_begin = text; if (text_end == NULL) - text_end = text + strlen(text); // FIXME-OPT + text_end = text + ImStrlen(text); // FIXME-OPT const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); const float wrap_pos_x = window->DC.TextWrapPos; @@ -199,7 +211,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) int lines_skipped = 0; while (line < text_end && lines_skipped < lines_skippable) { - const char* line_end = (const char*)memchr(line, '\n', text_end - line); + const char* line_end = (const char*)ImMemchr(line, '\n', text_end - line); if (!line_end) line_end = text_end; if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) @@ -220,7 +232,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) if (IsClippedEx(line_rect, 0)) break; - const char* line_end = (const char*)memchr(line, '\n', text_end - line); + const char* line_end = (const char*)ImMemchr(line, '\n', text_end - line); if (!line_end) line_end = text_end; text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); @@ -235,7 +247,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) int lines_skipped = 0; while (line < text_end) { - const char* line_end = (const char*)memchr(line, '\n', text_end - line); + const char* line_end = (const char*)ImMemchr(line, '\n', text_end - line); if (!line_end) line_end = text_end; if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) @@ -327,6 +339,46 @@ void ImGui::TextWrappedV(const char* fmt, va_list args) PopTextWrapPos(); } +void ImGui::TextAligned(float align_x, float size_x, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextAlignedV(align_x, size_x, fmt, args); + va_end(args); +} + +// align_x: 0.0f = left, 0.5f = center, 1.0f = right. +// size_x : 0.0f = shortcut for GetContentRegionAvail().x +// FIXME-WIP: Works but API is likely to be reworked. This is designed for 1 item on the line. (#7024) +void ImGui::TextAlignedV(float align_x, float size_x, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const char* text, *text_end; + ImFormatStringToTempBufferV(&text, &text_end, fmt, args); + const ImVec2 text_size = CalcTextSize(text, text_end); + size_x = CalcItemSize(ImVec2(size_x, 0.0f), 0.0f, text_size.y).x; + + ImVec2 pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + ImVec2 pos_max(pos.x + size_x, window->ClipRect.Max.y); + ImVec2 size(ImMin(size_x, text_size.x), text_size.y); + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, pos.x + text_size.x); + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, pos.x + text_size.x); + if (align_x > 0.0f && text_size.x < size_x) + pos.x += ImTrunc((size_x - text_size.x) * align_x); + RenderTextEllipsis(window->DrawList, pos, pos_max, pos_max.x, text, text_end, &text_size); + + const ImVec2 backup_max_pos = window->DC.CursorMaxPos; + ItemSize(size); + ItemAdd(ImRect(pos, pos + size), 0); + window->DC.CursorMaxPos.x = backup_max_pos.x; // Cancel out extending content size because right-aligned text would otherwise mess it up. + + if (size_x < text_size.x && IsItemHovered(ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_ForTooltip)) + SetTooltip("%.*s", (int)(text_end - text), text); +} + void ImGui::LabelText(const char* label, const char* fmt, ...) { va_list args; @@ -421,6 +473,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // - RadioButton() // - ProgressBar() // - Bullet() +// - Hyperlink() //------------------------------------------------------------------------- // The ButtonBehavior() function is key to many interactions and used by many/most widgets. @@ -466,7 +519,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // - PressedOnDragDropHold can generally be associated with any flag. // - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. //------------------------------------------------------------------------------------------------------------------------------------------------ -// The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set: +// The behavior of the return-value changes when ImGuiItemFlags_ButtonRepeat is set: // Repeat+ Repeat+ Repeat+ Repeat+ // PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick //------------------------------------------------------------------------------------------------------------------------------------------------- @@ -477,26 +530,34 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // Frame N + RepeatDelay + RepeatRate*N true true - true //------------------------------------------------------------------------------------------------------------------------------------------------- +// - FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc. +// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);' +// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading. +// - Since v1.91.2 (Sept 2024) we included io.ConfigDebugHighlightIdConflicts feature. +// One idiom which was previously valid which will now emit a warning is when using multiple overlaid ButtonBehavior() +// with same ID and different MouseButton (see #8030). You can fix it by: +// (1) switching to use a single ButtonBehavior() with multiple _MouseButton flags. +// or (2) surrounding those calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag() bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); + // Default behavior inherited from item flags + // Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check that. + ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.ItemFlags : g.CurrentItemFlags); + if (flags & ImGuiButtonFlags_AllowOverlap) + item_flags |= ImGuiItemFlags_AllowOverlap; + if (item_flags & ImGuiItemFlags_NoFocus) + flags |= ImGuiButtonFlags_NoFocus | ImGuiButtonFlags_NoNavFocus; + // Default only reacts to left mouse button if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) - flags |= ImGuiButtonFlags_MouseButtonDefault_; + flags |= ImGuiButtonFlags_MouseButtonLeft; // Default behavior requires click + release inside bounding box if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) - flags |= ImGuiButtonFlags_PressedOnDefault_; - - // Default behavior inherited from item flags - // Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check that. - ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags); - if (flags & ImGuiButtonFlags_AllowOverlap) - item_flags |= ImGuiItemFlags_AllowOverlap; - if (flags & ImGuiButtonFlags_Repeat) - item_flags |= ImGuiItemFlags_ButtonRepeat; + flags |= (item_flags & ImGuiItemFlags_ButtonRepeat) ? ImGuiButtonFlags_PressedOnClick : ImGuiButtonFlags_PressedOnDefault_; ImGuiWindow* backup_hovered_window = g.HoveredWindow; const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindowDockTree == window->RootWindowDockTree; @@ -505,16 +566,18 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool #ifdef IMGUI_ENABLE_TEST_ENGINE // Alternate registration spot, for when caller didn't use ItemAdd() - if (id != 0 && g.LastItemData.ID != id) + if (g.LastItemData.ID != id) IMGUI_TEST_ENGINE_ITEM_ADD(id, bb, NULL); #endif bool pressed = false; bool hovered = ItemHoverable(bb, id, item_flags); - // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button - if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) - if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + // Special mode for Drag and Drop used by openables (tree nodes, tabs etc.) + // where holding the button pressed for a long time while drag a payload item triggers the button. + if (g.DragDropActive) + { + if ((flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) { hovered = true; SetHoveredID(id); @@ -525,6 +588,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool FocusWindow(window); } } + if (g.DragDropAcceptIdPrev == id && (g.DragDropAcceptFlagsPrev & ImGuiDragDropFlags_AcceptDrawAsHovered)) + hovered = true; + } if (flatten_hovered_children) g.HoveredWindow = backup_hovered_window; @@ -533,6 +599,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id; if (hovered) { + IM_ASSERT(id != 0); // Lazily check inside rare path. + // Poll mouse buttons // - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId. // - Technically we only need some values in one code path, but since this is gated by hovered test this is fine. @@ -541,12 +609,13 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool for (int button = 0; button < 3; button++) if (flags & (ImGuiButtonFlags_MouseButtonLeft << button)) // Handle ImGuiButtonFlags_MouseButtonRight and ImGuiButtonFlags_MouseButtonMiddle here. { - if (IsMouseClicked(button, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; } + if (IsMouseClicked(button, ImGuiInputFlags_None, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; } if (IsMouseReleased(button, test_owner_id) && mouse_button_released == -1) { mouse_button_released = button; } } // Process initial action - if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) + const bool mods_ok = !(flags & ImGuiButtonFlags_NoKeyModsAllowed) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt); + if (mods_ok) { if (mouse_button_clicked != -1 && g.ActiveId != id) { @@ -555,10 +624,16 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) { SetActiveID(id, window); - g.ActiveIdMouseButton = mouse_button_clicked; + g.ActiveIdMouseButton = (ImS8)mouse_button_clicked; if (!(flags & ImGuiButtonFlags_NoNavFocus)) + { SetFocusID(id, window); - FocusWindow(window); + FocusWindow(window); + } + else if (!(flags & ImGuiButtonFlags_NoFocus)) + { + FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child + } } if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2)) { @@ -567,10 +642,24 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool ClearActiveID(); else SetActiveID(id, window); // Hold on ID + g.ActiveIdMouseButton = (ImS8)mouse_button_clicked; if (!(flags & ImGuiButtonFlags_NoNavFocus)) + { SetFocusID(id, window); - g.ActiveIdMouseButton = mouse_button_clicked; - FocusWindow(window); + FocusWindow(window); + } + else if (!(flags & ImGuiButtonFlags_NoFocus)) + { + FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child + } + } + if (flags & ImGuiButtonFlags_PressedOnRelease) + { + // FIXME: Traditionally ImGuiButtonFlags_PressedOnRelease never took ActiveId. Adding it in 2026-03-20 since ImGuiButtonFlags_NoHoldingActiveId can always be added. + // We don't yet perform an explicit ClearActiveID() to reduce scope of change, but this possibility could be investigated. + if (!(flags & ImGuiButtonFlags_NoHoldingActiveId)) + SetActiveID(id, window); // Hold on ID + g.ActiveIdMouseButton = (ImS8)mouse_button_clicked; } } if (flags & ImGuiButtonFlags_PressedOnRelease) @@ -581,7 +670,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (!has_repeated_at_least_once) pressed = true; if (!(flags & ImGuiButtonFlags_NoNavFocus)) - SetFocusID(id, window); + SetFocusID(id, window); // FIXME: Lack of FocusWindow() call here is inconsistent with other paths. Research why. ClearActiveID(); } } @@ -589,40 +678,45 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. if (g.ActiveId == id && (item_flags & ImGuiItemFlags_ButtonRepeat)) - if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, test_owner_id, ImGuiInputFlags_Repeat)) + if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, ImGuiInputFlags_Repeat, test_owner_id)) pressed = true; } - if (pressed) - g.NavDisableHighlight = true; + if (pressed && g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; } - // Gamepad/Keyboard navigation - // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse. - if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) - if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) - hovered = true; - if (g.NavActivateDownId == id) + // Keyboard/Gamepad navigation handling + // We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse. + if ((item_flags & ImGuiItemFlags_Disabled) == 0) { - bool nav_activated_by_code = (g.NavActivateId == id); - bool nav_activated_by_inputs = (g.NavActivatePressedId == id); - if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat)) + if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav) + if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) + hovered = true; + if (g.NavActivateDownId == id) { - // Avoid pressing multiple keys from triggering excessive amount of repeat events - const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space); - const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter); - const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate); - const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration); - nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; - } - if (nav_activated_by_code || nav_activated_by_inputs) - { - // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. - pressed = true; - SetActiveID(id, window); - g.ActiveIdSource = g.NavInputSource; - if (!(flags & ImGuiButtonFlags_NoNavFocus)) - SetFocusID(id, window); + bool nav_activated_by_code = (g.NavActivateId == id); + bool nav_activated_by_inputs = (g.NavActivatePressedId == id); + if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat)) + { + // Avoid pressing multiple keys from triggering excessive amount of repeat events + const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space); + const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter); + const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate); + const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration); + nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + } + if (nav_activated_by_code || nav_activated_by_inputs) + { + // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. + pressed = true; + SetActiveID(id, window); + g.ActiveIdSource = g.NavInputSource; + if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)) + SetFocusID(id, window); + if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut) + g.ActiveIdFromShortcut = true; + } } } @@ -660,19 +754,25 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool } ClearActiveID(); } - if (!(flags & ImGuiButtonFlags_NoNavFocus)) - g.NavDisableHighlight = true; + if (!(flags & ImGuiButtonFlags_NoNavFocus) && g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; } else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) { // When activated using Nav, we hold on the ActiveID until activation button is released - if (g.NavActivateDownId != id) + if (g.NavActivateDownId == id) + held = true; // hovered == true not true as we are already likely hovered on direct activation. + else ClearActiveID(); } if (pressed) g.ActiveIdHasBeenPressedBefore = true; } + // Activation highlight (this may be a remote activation) + if (g.NavHighlightActivatedId == id && (item_flags & ImGuiItemFlags_Disabled) == 0) + hovered = true; + if (out_hovered) *out_hovered = hovered; if (out_held) *out_held = held; @@ -705,7 +805,7 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags // Render const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); - RenderNavHighlight(bb, id); + RenderNavCursor(bb, id); RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); if (g.LogEnabled) @@ -745,18 +845,18 @@ bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiBut if (window->SkipItems) return false; - // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size. - IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f); + // Ensure zero-size fits to contents + ImVec2 size = CalcItemSize(ImVec2(size_arg.x != 0.0f ? size_arg.x : -FLT_MIN, size_arg.y != 0.0f ? size_arg.y : -FLT_MIN), 0.0f, 0.0f); const ImGuiID id = window->GetID(str_id); - ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); ItemSize(size); - if (!ItemAdd(bb, id)) + if (!ItemAdd(bb, id, NULL, (flags & ImGuiButtonFlags_EnableNav) ? ImGuiItemFlags_None : ImGuiItemFlags_NoNav)) return false; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + RenderNavCursor(bb, id); IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); return pressed; @@ -782,7 +882,7 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu // Render const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); const ImU32 text_col = GetColorU32(ImGuiCol_Text); - RenderNavHighlight(bb, id); + RenderNavCursor(bb, id); RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); @@ -808,7 +908,7 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) ImRect bb_interact = bb; const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea(); if (area_to_visible_ratio < 1.5f) - bb_interact.Expand(ImFloor(bb_interact.GetSize() * -0.25f)); + bb_interact.Expand(ImTrunc(bb_interact.GetSize() * -0.25f)); // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window. // (this isn't the common behavior of buttons, but it doesn't affect the user because navigation tends to keep items visible in scrolling layer). @@ -820,17 +920,16 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) return pressed; // Render - // FIXME: Clarify this mess - ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); - ImVec2 center = bb.GetCenter(); + ImU32 bg_col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); if (hovered) - window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col); - - float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; - ImU32 cross_col = GetColorU32(ImGuiCol_Text); - center -= ImVec2(0.5f, 0.5f); - window->DrawList->AddLine(center + ImVec2(+cross_extent, +cross_extent), center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f); - window->DrawList->AddLine(center + ImVec2(+cross_extent, -cross_extent), center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f); + window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col); + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact); + const ImU32 cross_col = GetColorU32(ImGuiCol_Text); + const ImVec2 cross_center = bb.GetCenter() - ImVec2(0.5f, 0.5f); + const float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; + const float cross_thickness = 1.0f * (float)(int)g.Style._MainScale; // FIXME-DPI + window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, +cross_extent), cross_center + ImVec2(-cross_extent, -cross_extent), cross_col, cross_thickness); + window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, -cross_extent), cross_center + ImVec2(-cross_extent, +cross_extent), cross_col, cross_thickness); return pressed; } @@ -853,7 +952,8 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_no ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); ImU32 text_col = GetColorU32(ImGuiCol_Text); if (hovered || held) - window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0.0f, -0.5f), g.FontSize * 0.5f + 1.0f, bg_col); + window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col); + RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact); if (dock_node) RenderArrowDockMenu(window->DrawList, bb.Min, g.FontSize, text_col); @@ -862,7 +962,7 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_no // Switch to moving the window after mouse is moved beyond the initial drag threshold if (IsItemActive() && IsMouseDragging(0)) - StartMouseMovingWindowOrNode(window, dock_node, true); + StartMouseMovingWindowOrNode(window, dock_node, true); // Undock from window/collapse menu button return pressed; } @@ -875,15 +975,27 @@ ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) // Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set. ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis) { + ImGuiContext& g = *GImGui; const ImRect outer_rect = window->Rect(); const ImRect inner_rect = window->InnerRect; - const float border_size = window->WindowBorderSize; const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar) - IM_ASSERT(scrollbar_size > 0.0f); + IM_ASSERT(scrollbar_size >= 0.0f); + const float border_size = IM_ROUND(window->WindowBorderSize * 0.5f); + const float border_top = (window->Flags & ImGuiWindowFlags_MenuBar) ? IM_ROUND(g.Style.FrameBorderSize * 0.5f) : 0.0f; if (axis == ImGuiAxis_X) - return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size); + return ImRect(inner_rect.Min.x + border_size, ImMax(outer_rect.Min.y + border_size, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size); else - return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size); + return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y + border_top, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size); +} + +void ImGui::ExtendHitBoxWhenNearViewportEdge(ImGuiWindow* window, ImRect* bb, float threshold, ImGuiAxis axis) +{ + ImRect window_rect = window->RootWindow->Rect(); + ImRect viewport_rect = window->Viewport->GetMainRect(); + if (window_rect.Min[axis] == viewport_rect.Min[axis] && bb->Min[axis] > window_rect.Min[axis] && bb->Min[axis] - threshold <= window_rect.Min[axis]) + bb->Min[axis] = window_rect.Min[axis]; + if (window_rect.Max[axis] == viewport_rect.Max[axis] && bb->Max[axis] < window_rect.Max[axis] && bb->Max[axis] + threshold >= window_rect.Max[axis]) + bb->Max[axis] = window_rect.Max[axis]; } void ImGui::Scrollbar(ImGuiAxis axis) @@ -894,24 +1006,12 @@ void ImGui::Scrollbar(ImGuiAxis axis) // Calculate scrollbar bounding box ImRect bb = GetWindowScrollbarRect(window, axis); - ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone; - if (axis == ImGuiAxis_X) - { - rounding_corners |= ImDrawFlags_RoundCornersBottomLeft; - if (!window->ScrollbarY) - rounding_corners |= ImDrawFlags_RoundCornersBottomRight; - } - else - { - if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) - rounding_corners |= ImDrawFlags_RoundCornersTopRight; - if (!window->ScrollbarX) - rounding_corners |= ImDrawFlags_RoundCornersBottomRight; - } - float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; + ImRect host_rect = (window->DockIsActive ? window->DockNode->HostWindow : window)->Rect(); + ImDrawFlags rounding_corners = CalcRoundingFlagsForRectInRect(bb, host_rect, g.Style.WindowBorderSize); + float size_visible = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; ImS64 scroll = (ImS64)window->Scroll[axis]; - ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_avail, (ImS64)size_contents, rounding_corners); + ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_visible, (ImS64)size_contents, rounding_corners); window->Scroll[axis] = (float)scroll; } @@ -921,7 +1021,7 @@ void ImGui::Scrollbar(ImGuiAxis axis) // - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar // - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. // Still, the code should probably be made simpler.. -bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_avail_v, ImS64 size_contents_v, ImDrawFlags flags) +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_visible_v, ImS64 size_contents_v, ImDrawFlags draw_rounding_flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -935,8 +1035,8 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab) float alpha = 1.0f; - if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) - alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); + if ((axis == ImGuiAxis_Y) && bb_frame_height < bb_frame_width) + alpha = ImSaturate(bb_frame_height / ImMax(bb_frame_width * 2.0f, 1.0f)); if (alpha <= 0.0f) return false; @@ -944,25 +1044,33 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 const bool allow_interaction = (alpha >= 1.0f); ImRect bb = bb_frame; - bb.Expand(ImVec2(-ImClamp(IM_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_FLOOR((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + float padding = IM_TRUNC(ImMin(style.ScrollbarPadding, ImMin(bb_frame_width, bb_frame_height) * 0.5f)); + bb.Expand(-padding); // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight(); + if (scrollbar_size_v < 1.0f) + return false; // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) // But we maintain a minimum size in pixel to allow for the user to still aim inside. - IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. - const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), (ImS64)1); - const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_avail_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v); + IM_ASSERT(ImMax(size_contents_v, size_visible_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_visible_v), (ImS64)1); + const float grab_h_minsize = ImMin(bb.GetSize()[axis], style.GrabMinSize); + const float grab_h_pixels = (float)(int)ImClamp(scrollbar_size_v * ((float)size_visible_v / (float)win_size_v), grab_h_minsize, scrollbar_size_v); const float grab_h_norm = grab_h_pixels / scrollbar_size_v; + // As a special thing, we allow scrollbar near the edge of a screen/viewport to be reachable with mouse at the extreme edge (#9276) + ImRect bb_hit = bb_frame; + ExtendHitBoxWhenNearViewportEdge(window, &bb_hit, g.Style.WindowBorderSize, (ImGuiAxis)(axis ^ 1)); + // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). bool held = false; bool hovered = false; ItemAdd(bb_frame, id, NULL, ImGuiItemFlags_NoNav); - ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); + ButtonBehavior(bb_hit, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); - const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_avail_v); + const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_visible_v); float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space if (held && allow_interaction && grab_h_norm < 1.0f) @@ -972,37 +1080,47 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 // Click position in scrollbar normalized space (0.0f->1.0f) const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); - SetHoveredID(id); - bool seek_absolute = false; + const int held_dir = (clicked_v_norm < grab_v_norm) ? -1 : (clicked_v_norm > grab_v_norm + grab_h_norm) ? +1 : 0; if (g.ActiveIdIsJustActivated) { - // On initial click calculate the distance between mouse and the center of the grab - seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm); - if (seek_absolute) - g.ScrollbarClickDeltaToGrabCenter = 0.0f; - else - g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + // On initial click when held_dir == 0 (clicked over grab): calculate the distance between mouse and the center of the grab + const bool scroll_to_clicked_location = (g.IO.ConfigScrollbarScrollByPage == false || g.IO.KeyShift || held_dir == 0); + g.ScrollbarSeekMode = scroll_to_clicked_location ? 0 : (short)held_dir; + g.ScrollbarClickDeltaToGrabCenter = (held_dir == 0 && !g.IO.KeyShift) ? clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f : 0.0f; } // Apply scroll (p_scroll_v will generally point on one member of window->Scroll) // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position - const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); - *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max); + if (g.ScrollbarSeekMode == 0) + { + // Absolute seeking + const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); + *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max); + } + else + { + // Page by page + if (IsMouseClicked(ImGuiMouseButton_Left, ImGuiInputFlags_Repeat) && held_dir == g.ScrollbarSeekMode) + { + float page_dir = (g.ScrollbarSeekMode > 0.0f) ? +1.0f : -1.0f; + *p_scroll_v = ImClamp(*p_scroll_v + (ImS64)(page_dir * size_visible_v), (ImS64)0, scroll_max); + } + } // Update values for rendering scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; - // Update distance to grab now that we have seeked and saturated - if (seek_absolute) - g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + // Update distance to grab now that we have seek'ed and saturated + //if (seek_absolute) + // g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; } // Render const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); - window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags); + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, draw_rounding_flags); ImRect grab_rect; if (axis == ImGuiAxis_X) grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); @@ -1013,33 +1131,52 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 return held; } -void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +// - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples +// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. +void ImGui::ImageWithBg(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) { + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; - ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); - if (border_col.w > 0.0f) - bb.Max += ImVec2(2, 2); + const ImVec2 padding(g.Style.ImageBorderSize, g.Style.ImageBorderSize); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); ItemSize(bb); if (!ItemAdd(bb, 0)) return; - if (border_col.w > 0.0f) - { - window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f); - window->DrawList->AddImage(user_texture_id, bb.Min + ImVec2(1, 1), bb.Max - ImVec2(1, 1), uv0, uv1, GetColorU32(tint_col)); - } + // Render + float rounding = g.Style.ImageRounding; + if (bg_col.w > 0.0f) + window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col), rounding); + if (rounding > 0.0f) + window->DrawList->AddImageRounded(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col), rounding); else - { - window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col)); - } + window->DrawList->AddImage(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); + if (g.Style.ImageBorderSize > 0.0f) + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border), rounding, ImDrawFlags_None, g.Style.ImageBorderSize); } -// ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390) -// We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API. -bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags) +void ImGui::Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1) +{ + ImageWithBg(tex_ref, image_size, uv0, uv1); +} + +// 1.91.9 (February 2025) removed 'tint_col' and 'border_col' parameters, made border size not depend on color value. (#8131, #8238) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +void ImGui::Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +{ + ImGuiContext& g = *GImGui; + PushStyleVar(ImGuiStyleVar_ImageBorderSize, (border_col.w > 0.0f) ? ImMax(1.0f, g.Style.ImageBorderSize) : 0.0f); // Preserve legacy behavior where border is always visible when border_col's Alpha is >0.0f + PushStyleColor(ImGuiCol_Border, border_col); + ImageWithBg(tex_ref, image_size, uv0, uv1, ImVec4(0, 0, 0, 0), tint_col); + PopStyleColor(); + PopStyleVar(); +} +#endif + +bool ImGui::ImageButtonEx(ImGuiID id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); @@ -1047,7 +1184,7 @@ bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size return false; const ImVec2 padding = g.Style.FramePadding; - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2.0f); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); ItemSize(bb); if (!ItemAdd(bb, id)) return false; @@ -1057,49 +1194,51 @@ bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size // Render const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); - RenderNavHighlight(bb, id); - RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding)); + RenderNavCursor(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding); if (bg_col.w > 0.0f) window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); - window->DrawList->AddImage(texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); + float image_rounding = ImMax(g.Style.FrameRounding - ImMax(padding.x, padding.y), g.Style.ImageRounding); + if (image_rounding > 0.0f) + window->DrawList->AddImageRounded(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col), image_rounding); + else + window->DrawList->AddImage(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); return pressed; } -bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) +// - ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a button. +// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. (#8165) // FIXME: Maybe that's not the best design? +bool ImGui::ImageButton(const char* str_id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; - return ImageButtonEx(window->GetID(str_id), user_texture_id, size, uv0, uv1, bg_col, tint_col); + return ImageButtonEx(window->GetID(str_id), tex_ref, image_size, uv0, uv1, bg_col, tint_col); } #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Legacy API obsoleted in 1.89. Two differences with new ImageButton() -// - new ImageButton() requires an explicit 'const char* str_id' Old ImageButton() used opaque imTextureId (created issue with: multiple buttons with same image, transient texture id values, opaque computation of ID) -// - new ImageButton() always use style.FramePadding Old ImageButton() had an override argument. -// If you need to change padding with new ImageButton() you can use PushStyleVar(ImGuiStyleVar_FramePadding, value), consistent with other Button functions. +// - old ImageButton() used ImTextureID as item id (created issue with multiple buttons with same image, transient texture id values, opaque computation of ID) +// - new ImageButton() requires an explicit 'const char* str_id' +// - old ImageButton() had frame_padding' override argument. +// - new ImageButton() always use style.FramePadding. +/* bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (window->SkipItems) - return false; - // Default to using texture ID as ID. User can still push string/integer prefixes. - PushID((void*)(intptr_t)user_texture_id); - const ImGuiID id = window->GetID("#image"); - PopID(); - + PushID((ImTextureID)(intptr_t)user_texture_id); if (frame_padding >= 0) PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding)); - bool ret = ImageButtonEx(id, user_texture_id, size, uv0, uv1, bg_col, tint_col); + bool ret = ImageButton("", user_texture_id, size, uv0, uv1, bg_col, tint_col); if (frame_padding >= 0) PopStyleVar(); + PopID(); return ret; } +*/ #endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS bool ImGui::Checkbox(const char* label, bool* v) @@ -1117,42 +1256,60 @@ bool ImGui::Checkbox(const char* label, bool* v) const ImVec2 pos = window->DC.CursorPos; const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id)) - { - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); - return false; - } + const bool is_visible = ItemAdd(total_bb, id); + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (!is_visible) + if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(total_bb)) // Extra layer of "no logic clip" for box-select support + { + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return false; + } + + // Range-Selection/Multi-selection support (header) + bool checked = *v; + if (is_multi_select) + MultiSelectItemHeader(id, &checked, NULL); bool hovered, held; bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); - if (pressed) + + // Range-Selection/Multi-selection support (footer) + if (is_multi_select) + MultiSelectItemFooter(id, &checked, &pressed); + else if (pressed) + checked = !checked; + + if (*v != checked) { - *v = !(*v); + *v = checked; + pressed = true; // return value MarkItemEdited(id); } const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); - RenderNavHighlight(total_bb, id); - RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); - ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); - bool mixed_value = (g.LastItemData.InFlags & ImGuiItemFlags_MixedValue) != 0; - if (mixed_value) + const bool mixed_value = (g.LastItemData.ItemFlags & ImGuiItemFlags_MixedValue) != 0; + if (is_visible) { - // Undocumented tristate/mixed/indeterminate checkbox (#2644) - // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox) - ImVec2 pad(ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f))); - window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); + RenderNavCursor(total_bb, id); + RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); + ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); + if (mixed_value) + { + // Undocumented tristate/mixed/indeterminate checkbox (#2644) + // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox) + ImVec2 pad(ImMax(1.0f, IM_TRUNC(square_sz / 3.6f)), ImMax(1.0f, IM_TRUNC(square_sz / 3.6f))); + window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); + } + else if (*v) + { + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); + RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); + } } - else if (*v) - { - const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); - RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); - } - - ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + const ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); if (g.LogEnabled) LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); - if (label_size.x > 0.0f) + if (is_visible && label_size.x > 0.0f) RenderText(label_pos, label); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); @@ -1235,12 +1392,12 @@ bool ImGui::RadioButton(const char* label, bool active) if (pressed) MarkItemEdited(id); - RenderNavHighlight(total_bb, id); + RenderNavCursor(total_bb, id); const int num_segment = window->DrawList->_CalcCircleAutoSegmentCount(radius); window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), num_segment); if (active) { - const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark)); } @@ -1286,24 +1443,50 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over if (!ItemAdd(bb, 0)) return; - // Render - fraction = ImSaturate(fraction); - RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); - bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); - const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y); - RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding); + // Fraction < 0.0f will display an indeterminate progress bar animation + // The value must be animated along with time, so e.g. passing '-1.0f * ImGui::GetTime()' as fraction works. + const bool is_indeterminate = (fraction < 0.0f); + if (!is_indeterminate) + fraction = ImSaturate(fraction); - // Default displaying the fraction as percentage string, but user can override it - char overlay_buf[32]; - if (!overlay) + // Out of courtesy we accept a NaN fraction without crashing + float fill_n0 = 0.0f; + float fill_n1 = (fraction == fraction) ? fraction : 0.0f; + + if (is_indeterminate) { - ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f); - overlay = overlay_buf; + const float fill_width_n = 0.2f; + fill_n0 = ImFmod(-fraction, 1.0f) * (1.0f + fill_width_n) - fill_width_n; + fill_n1 = ImSaturate(fill_n0 + fill_width_n); + fill_n0 = ImSaturate(fill_n0); } - ImVec2 overlay_size = CalcTextSize(overlay, NULL); - if (overlay_size.x > 0.0f) - RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb); + // Render + RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); + float fill_x0 = ImLerp(bb.Min.x, bb.Max.x, fill_n0); + float fill_x1 = ImLerp(bb.Min.x, bb.Max.x, fill_n1); + if (fill_x0 < fill_x1) + RenderRectFilledInRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), fill_x0, fill_x1, style.FrameRounding); + + // Default displaying the fraction as percentage string, but user can override it + // Don't display text for indeterminate bars by default + char overlay_buf[32]; + if (!is_indeterminate || overlay != NULL) + { + if (!overlay) + { + ImFormatString(overlay_buf, IM_COUNTOF(overlay_buf), "%.0f%%", fraction * 100 + 0.01f); + overlay = overlay_buf; + } + + ImVec2 overlay_size = CalcTextSize(overlay, NULL); + if (overlay_size.x > 0.0f) + { + float text_x = is_indeterminate ? (bb.Min.x + bb.Max.x - overlay_size.x) * 0.5f : fill_x1 + style.ItemSpacing.x; + RenderTextClipped(ImVec2(ImClamp(text_x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb); + } + } } void ImGui::Bullet() @@ -1329,6 +1512,80 @@ void ImGui::Bullet() SameLine(0, style.FramePadding.x * 2.0f); } +// This is provided as a convenience for being an often requested feature. +// FIXME-STYLE: we delayed adding as there is a larger plan to revamp the styling system. +// Because of this we currently don't provide many styling options for this widget +// (e.g. hovered/active colors are automatically inferred from a single color). +bool ImGui::TextLink(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(label); + const char* label_end = FindRenderedTextEnd(label); + + ImVec2 pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + ImVec2 size = CalcTextSize(label, label_end, true); + ImRect bb(pos, pos + size); + ItemSize(size, 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + RenderNavCursor(bb, id); + + if (hovered) + SetMouseCursor(ImGuiMouseCursor_Hand); + + ImVec4 text_colf = g.Style.Colors[ImGuiCol_TextLink]; + ImVec4 line_colf = text_colf; + { + // FIXME-STYLE: Read comments above. This widget is NOT written in the same style as some earlier widgets, + // as we are currently experimenting/planning a different styling system. + float h, s, v; + ColorConvertRGBtoHSV(text_colf.x, text_colf.y, text_colf.z, h, s, v); + if (held || hovered) + { + v = ImSaturate(v + (held ? 0.4f : 0.3f)); + h = ImFmod(h + 0.02f, 1.0f); + } + ColorConvertHSVtoRGB(h, s, v, text_colf.x, text_colf.y, text_colf.z); + v = ImSaturate(v - 0.20f); + ColorConvertHSVtoRGB(h, s, v, line_colf.x, line_colf.y, line_colf.z); + } + + float line_y = bb.Max.y + ImFloor(g.FontBaked->Descent * g.FontBakedScale * 0.20f); + window->DrawList->AddLine(ImVec2(bb.Min.x, line_y), ImVec2(bb.Max.x, line_y), GetColorU32(line_colf), 1.0f * (float)(int)g.Style._MainScale); // FIXME-TEXT: Underline mode // FIXME-DPI + + PushStyleColor(ImGuiCol_Text, GetColorU32(text_colf)); + RenderText(bb.Min, label, label_end); + PopStyleColor(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::TextLinkOpenURL(const char* label, const char* url) +{ + ImGuiContext& g = *GImGui; + if (url == NULL) + url = label; + bool pressed = TextLink(label); + if (pressed && g.PlatformIO.Platform_OpenInShellFn != NULL) + g.PlatformIO.Platform_OpenInShellFn(&g, url); + SetItemTooltip(LocalizeGetMsg(ImGuiLocKey_OpenLink_s), url); // It is more reassuring for user to _always_ display URL when we same as label + if (BeginPopupContextItem()) + { + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_CopyLink))) + SetClipboardText(url); + EndPopup(); + } + return pressed; +} + //------------------------------------------------------------------------- // [SECTION] Widgets: Low-level Layout helpers //------------------------------------------------------------------------- @@ -1420,32 +1677,29 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags, float thickness) else if (flags & ImGuiSeparatorFlags_Horizontal) { // Horizontal Separator - float x1 = window->Pos.x; - float x2 = window->Pos.x + window->Size.x; - - // FIXME-WORKRECT: old hack (#205) until we decide of consistent behavior with WorkRect/Indent and Separator - if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID) - x1 += window->DC.Indent.x; - - // FIXME-WORKRECT: In theory we should simply be using WorkRect.Min.x/Max.x everywhere but it isn't aesthetically what we want, - // need to introduce a variant of WorkRect for that purpose. (#4787) - if (ImGuiTable* table = g.CurrentTable) - { - x1 = table->Columns[table->CurrentColumn].MinX; - x2 = table->Columns[table->CurrentColumn].MaxX; - } + float x1 = window->DC.CursorPos.x; + float x2 = window->WorkRect.Max.x; + // Preserve legacy behavior inside Columns() // Before Tables API happened, we relied on Separator() to span all columns of a Columns() set. // We currently don't need to provide the same feature for tables because tables naturally have border features. ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; if (columns) + { + x1 = window->Pos.x + window->DC.Indent.x; // Used to be Pos.x before 2023/10/03 + x2 = window->Pos.x + window->Size.x; PushColumnsBackground(); + } // We don't provide our width to the layout so that it doesn't get feed back into AutoFit // FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell) - const float thickness_for_layout = (thickness == 1.0f) ? 0.0f : thickness; // FIXME: See 1.70/1.71 Separator() change: makes legacy 1-px separator not affect layout yet. Should change. + + // Between 1.71 and 1.92.7, we maintained a hack where a 1.0f thin Separator() would not impact layout. + // This was mostly chosen to allow backward compatibility with user's code assuming zero-height when calculating height for layout (e.g. bottom alignment of a status bar). + // In order to handle scaling we need to scale separator thickness and it would not makes sense to have a disparity depending on height. + ////float thickness_for_layout = (thickness == 1.0f) ? 0.0f : thickness; // FIXME: See 1.70/1.71 Separator() change: makes legacy 1-px separator not affect layout yet. Should change. const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness)); - ItemSize(ImVec2(0.0f, thickness_for_layout)); + ItemSize(ImVec2(0.0f, thickness)); if (ItemAdd(bb, 0)) { @@ -1471,10 +1725,13 @@ void ImGui::Separator() return; // Those flags should eventually be configurable by the user - // FIXME: We cannot g.Style.SeparatorTextBorderSize for thickness as it relates to SeparatorText() which is a decorated separator, not defaulting to 1.0f. ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; - flags |= ImGuiSeparatorFlags_SpanAllColumns; // NB: this only applies to legacy Columns() api as they relied on Separator() a lot. - SeparatorEx(flags, 1.0f); + + // Only applies to legacy Columns() api as they relied on Separator() a lot. + if (window->DC.CurrentColumns) + flags |= ImGuiSeparatorFlags_SpanAllColumns; + + SeparatorEx(flags, g.Style.SeparatorSize); } void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_w) @@ -1490,14 +1747,14 @@ void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end const float separator_thickness = style.SeparatorTextBorderSize; const ImVec2 min_size(label_size.x + extra_w + padding.x * 2.0f, ImMax(label_size.y + padding.y * 2.0f, separator_thickness)); const ImRect bb(pos, ImVec2(window->WorkRect.Max.x, pos.y + min_size.y)); - const float text_baseline_y = ImFloor((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImFloor((style.SeparatorTextSize - label_size.y) * 0.5f)); + const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImTrunc((style.SeparatorTextSize - label_size.y) * 0.5f)); ItemSize(min_size, text_baseline_y); if (!ItemAdd(bb, id)) return; const float sep1_x1 = pos.x; const float sep2_x2 = bb.Max.x; - const float seps_y = ImFloor((bb.Min.y + bb.Max.y) * 0.5f + 0.99999f); + const float seps_y = ImTrunc((bb.Min.y + bb.Max.y) * 0.5f + 0.99999f); const float label_avail_w = ImMax(0.0f, sep2_x2 - sep1_x1 - padding.x * 2.0f); const ImVec2 label_pos(pos.x + padding.x + ImMax(0.0f, (label_avail_w - label_size.x - extra_w) * style.SeparatorTextAlign.x), pos.y + text_baseline_y); // FIXME-ALIGN @@ -1516,7 +1773,7 @@ void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end window->DrawList->AddLine(ImVec2(sep2_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness); if (g.LogEnabled) LogSetNextTextDecoration("---", NULL); - RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, bb.Max.x, label, label_end, &label_size); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, label, label_end, &label_size); } else { @@ -1572,8 +1829,7 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float ImRect bb_render = bb; if (held) { - ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min; - float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x; + float mouse_delta = (g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min)[axis]; // Minimum pane size float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1); @@ -1586,12 +1842,8 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float // Apply resize if (mouse_delta != 0.0f) { - if (mouse_delta < 0.0f) - IM_ASSERT(*size1 + mouse_delta >= min_size1); - if (mouse_delta > 0.0f) - IM_ASSERT(*size2 - mouse_delta >= min_size2); - *size1 += mouse_delta; - *size2 -= mouse_delta; + *size1 = ImMax(*size1 + mouse_delta, min_size1); + *size2 = ImMax(*size2 - mouse_delta, min_size2); bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta)); MarkItemEdited(id); } @@ -1612,32 +1864,36 @@ static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; if (int d = (int)(b->Width - a->Width)) return d; - return (b->Index - a->Index); + return b->Index - a->Index; } // Shrink excess width from a set of item, by removing width from the larger items first. // Set items Width to -1.0f to disable shrinking this item. -void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) +void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess, float width_min) { if (count == 1) { if (items[0].Width >= 0.0f) - items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); + items[0].Width = ImMax(items[0].Width - width_excess, width_min); return; } - ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); // Sort largest first, smallest last. int count_same_width = 1; - while (width_excess > 0.0f && count_same_width < count) + while (width_excess > 0.001f && count_same_width < count) { while (count_same_width < count && items[0].Width <= items[count_same_width].Width) count_same_width++; float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + max_width_to_remove_per_item = ImMin(items[0].Width - width_min, max_width_to_remove_per_item); if (max_width_to_remove_per_item <= 0.0f) break; - float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); + float base_width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); for (int item_n = 0; item_n < count_same_width; item_n++) - items[item_n].Width -= width_to_remove_per_item; - width_excess -= width_to_remove_per_item * count_same_width; + { + float width_to_remove_for_this_item = ImMin(base_width_to_remove_per_item, items[item_n].Width - width_min); + items[item_n].Width -= width_to_remove_for_this_item; + width_excess -= width_to_remove_for_this_item; + } } // Round width and redistribute remainder @@ -1645,7 +1901,7 @@ void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_exc width_excess = 0.0f; for (int n = 0; n < count; n++) { - float width_rounded = ImFloor(items[n].Width); + float width_rounded = ImTrunc(items[n].Width); width_excess += items[n].Width - width_rounded; items[n].Width = width_rounded; } @@ -1683,7 +1939,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); - ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags; + ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.HasFlags; g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values if (window->SkipItems) return false; @@ -1691,10 +1947,13 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together + if (flags & ImGuiComboFlags_WidthFitPreview) + IM_ASSERT((flags & (ImGuiComboFlags_NoPreview | (ImGuiComboFlags)ImGuiComboFlags_CustomPreview)) == 0); const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth(); + const float preview_width = ((flags & ImGuiComboFlags_WidthFitPreview) && (preview_value != NULL)) ? CalcTextSize(preview_value, NULL, true).x : 0.0f; + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : ((flags & ImGuiComboFlags_WidthFitPreview) ? (arrow_size + preview_width + style.FramePadding.x * 2.0f) : CalcItemWidth()); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); ItemSize(total_bb, style.FramePadding.y); @@ -1715,7 +1974,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF // Render shape const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size); - RenderNavHighlight(bb, id); + RenderNavCursor(bb, id); if (!(flags & ImGuiComboFlags_NoPreview)) window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft); if (!(flags & ImGuiComboFlags_NoArrowButton)) @@ -1749,7 +2008,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF if (!popup_open) return false; - g.NextWindowData.Flags = backup_next_window_data_flags; + g.NextWindowData.HasFlags = backup_next_window_data_flags; return BeginComboPopup(popup_id, bb, flags); } @@ -1764,7 +2023,7 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags // Set popup size float w = bb.GetWidth(); - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint) { g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); } @@ -1778,16 +2037,16 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; ImVec2 constraint_min(0.0f, 0.0f), constraint_max(FLT_MAX, FLT_MAX); - if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size constraint_min.x = w; - if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f) + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f) constraint_max.y = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items); SetNextWindowSizeConstraints(constraint_min, constraint_max); } // This is essentially a specialized version of BeginPopupEx() char name[16]; - ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth + ImFormatString(name, IM_COUNTOF(name), "##Combo_%02d", g.BeginComboDepth); // Recycle windows based on depth // Set position given a custom constraint (peak into expected window size so we can position it) // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function? @@ -1805,20 +2064,28 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; - PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(g.Style.FramePadding.x, g.Style.WindowPadding.y)); // Horizontally align ourselves with the framed text + PushStyleVarX(ImGuiStyleVar_WindowPadding, g.Style.FramePadding.x); // Horizontally align ourselves with the framed text bool ret = Begin(name, NULL, window_flags); PopStyleVar(); if (!ret) { EndPopup(); - IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above + if (!g.IO.ConfigDebugBeginReturnValueOnce && !g.IO.ConfigDebugBeginReturnValueLoop) // Begin may only return false with those debug tools activated. + IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above return false; } + g.BeginComboDepth++; return true; } void ImGui::EndCombo() { + ImGuiContext& g = *GImGui; + g.BeginComboDepth--; + char name[16]; + ImFormatString(name, IM_COUNTOF(name), "##Combo_%02d", g.BeginComboDepth); // FIXME: Move those to helpers? + if (strcmp(g.CurrentWindow->Name, name) != 0) + IM_ASSERT_USER_ERROR_RET(0, "Calling EndCombo() in wrong window!"); EndPopup(); } @@ -1892,7 +2159,7 @@ static const char* Items_SingleStringGetter(void* data, int idx) { if (idx == items_count) break; - p += strlen(p) + 1; + p += ImStrlen(p) + 1; items_count++; } return *p ? p : NULL; @@ -1909,35 +2176,37 @@ bool ImGui::Combo(const char* label, int* current_item, const char* (*getter)(vo preview_value = getter(user_data, *current_item); // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. - if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) + if (popup_max_height_in_items != -1 && !(g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint)) SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) return false; // Display items - // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed) bool value_changed = false; - for (int i = 0; i < items_count; i++) - { - const char* item_text = getter(user_data, i); - if (item_text == NULL) - item_text = "*Unknown item*"; - - PushID(i); - const bool item_selected = (i == *current_item); - if (Selectable(item_text, item_selected) && *current_item != i) + ImGuiListClipper clipper; + clipper.Begin(items_count); + clipper.IncludeItemByIndex(*current_item); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) { - value_changed = true; - *current_item = i; + const char* item_text = getter(user_data, i); + if (item_text == NULL) + item_text = "*Unknown item*"; + + PushID(i); + const bool item_selected = (i == *current_item); + if (Selectable(item_text, item_selected) && *current_item != i) + { + value_changed = true; + *current_item = i; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); } - if (item_selected) - SetItemDefaultFocus(); - PopID(); - } EndCombo(); - if (value_changed) MarkItemEdited(g.LastItemData.ID); @@ -1958,50 +2227,31 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open while (*p) { - p += strlen(p) + 1; + p += ImStrlen(p) + 1; items_count++; } bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); return value_changed; } -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - -struct ImGuiGetNameFromIndexOldToNewCallbackData { void* UserData; bool (*OldCallback)(void*, int, const char**); }; -static const char* ImGuiGetNameFromIndexOldToNewCallback(void* user_data, int idx) -{ - ImGuiGetNameFromIndexOldToNewCallbackData* data = (ImGuiGetNameFromIndexOldToNewCallbackData*)user_data; - const char* s = NULL; - data->OldCallback(data->UserData, idx, &s); - return s; -} - -bool ImGui::ListBox(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int height_in_items) -{ - ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter }; - return ListBox(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, height_in_items); -} -bool ImGui::Combo(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int popup_max_height_in_items) -{ - ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter }; - return Combo(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, popup_max_height_in_items); -} - -#endif - //------------------------------------------------------------------------- // [SECTION] Data Type and Data Formatting Helpers [Internal] //------------------------------------------------------------------------- // - DataTypeGetInfo() // - DataTypeFormatString() // - DataTypeApplyOp() -// - DataTypeApplyOpFromText() +// - DataTypeApplyFromText() // - DataTypeCompare() // - DataTypeClamp() // - GetMinimumStepAtDecimalPrecision // - RoundScalarWithFormat<>() //------------------------------------------------------------------------- +static const ImU32 GDefaultRgbaColorMarkers[4] = +{ + IM_COL32(240,20,20,255), IM_COL32(20,240,20,255), IM_COL32(20,20,240,255), IM_COL32(140,140,140,255) +}; + static const ImGuiDataTypeInfo GDataTypeInfo[] = { { sizeof(char), "S8", "%d", "%d" }, // ImGuiDataType_S8 @@ -2019,8 +2269,10 @@ static const ImGuiDataTypeInfo GDataTypeInfo[] = #endif { sizeof(float), "float", "%.3f","%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) { sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double + { sizeof(bool), "bool", "%d", "%d" }, // ImGuiDataType_Bool + { 0, "char*","%s", "%s" }, // ImGuiDataType_String }; -IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); +IM_STATIC_ASSERT(IM_COUNTOF(GDataTypeInfo) == ImGuiDataType_COUNT); const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) { @@ -2103,17 +2355,24 @@ void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const // User can input math operators (e.g. +100) to edit a numerical values. // NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. -bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format) +bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty) { + // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + ImGuiDataTypeStorage data_backup; + memcpy(&data_backup, p_data, type_info->Size); + while (ImCharIsBlankA(*buf)) buf++; if (!buf[0]) + { + if (p_data_when_empty != NULL) + { + memcpy(p_data, p_data_when_empty, type_info->Size); + return memcmp(&data_backup, p_data, type_info->Size) != 0; + } return false; - - // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. - const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); - ImGuiDataTypeTempStorage data_backup; - memcpy(&data_backup, p_data, type_info->Size); + } // Sanitize format // - For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf @@ -2122,7 +2381,7 @@ bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) format = type_info->ScanFmt; else - format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_ARRAYSIZE(format_sanitized)); + format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_COUNTOF(format_sanitized)); // Small types need a 32-bit buffer to receive the result from scanf() int v32 = 0; @@ -2202,12 +2461,18 @@ bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_m return false; } +bool ImGui::DataTypeIsZero(ImGuiDataType data_type, const void* p_data) +{ + ImGuiContext& g = *GImGui; + return DataTypeCompare(data_type, p_data, &g.DataTypeZeroValue) == 0; +} + static float GetMinimumStepAtDecimalPrecision(int decimal_precision) { static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; if (decimal_precision < 0) return FLT_MIN; - return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); + return (decimal_precision < IM_COUNTOF(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); } template @@ -2221,12 +2486,12 @@ TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, // Sanitize format char fmt_sanitized[32]; - ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized)); + ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_COUNTOF(fmt_sanitized)); fmt_start = fmt_sanitized; // Format value with our rounding, and read back char v_str[64]; - ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); + ImFormatString(v_str, IM_COUNTOF(v_str), fmt_start, v); const char* p = v_str; while (*p == ' ') p++; @@ -2260,12 +2525,13 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const { ImGuiContext& g = *GImGui; const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; - const bool is_clamped = (v_min < v_max); + const bool is_bounded = (v_min < v_max) || ((v_min == v_max) && (v_min != 0.0f || (flags & ImGuiSliderFlags_ClampZeroRange))); + const bool is_wrapped = is_bounded && (flags & ImGuiSliderFlags_WrapAround); const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); // Default tweak speed - if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX)) + if (v_speed == 0.0f && is_bounded && (v_max - v_min < FLT_MAX)) v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings @@ -2273,9 +2539,9 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) { adjust_delta = g.IO.MouseDelta[axis]; - if (g.IO.KeyAlt) + if (g.IO.KeyAlt && !(flags & ImGuiSliderFlags_NoSpeedTweaks)) adjust_delta *= 1.0f / 100.0f; - if (g.IO.KeyShift) + if (g.IO.KeyShift && !(flags & ImGuiSliderFlags_NoSpeedTweaks)) adjust_delta *= 10.0f; } else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) @@ -2283,7 +2549,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); - const float tweak_factor = tweak_slow ? 1.0f / 1.0f : tweak_fast ? 10.0f : 1.0f; + const float tweak_factor = (flags & ImGuiSliderFlags_NoSpeedTweaks) ? 1.0f : tweak_slow ? 1.0f / 10.0f : tweak_fast ? 10.0f : 1.0f; adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor; v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); } @@ -2299,8 +2565,8 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const // Clear current value on activation // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. - bool is_just_activated = g.ActiveIdIsJustActivated; - bool is_already_past_limits_and_pushing_outward = is_clamped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + const bool is_just_activated = g.ActiveIdIsJustActivated; + const bool is_already_past_limits_and_pushing_outward = is_bounded && !is_wrapped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); if (is_just_activated || is_already_past_limits_and_pushing_outward) { g.DragCurrentAccum = 0.0f; @@ -2327,9 +2593,9 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); // Convert to parametric space, apply delta, convert back - float v_old_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + float v_old_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize); float v_new_parametric = v_old_parametric + g.DragCurrentAccum; - v_cur = ScaleValueFromRatioT(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + v_cur = ScaleValueFromRatioT(data_type, v_new_parametric, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize); v_old_ref_for_accum_remainder = v_old_parametric; } else @@ -2346,7 +2612,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const if (is_logarithmic) { // Convert to parametric space, apply delta, convert back - float v_new_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + float v_new_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize); g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder); } else @@ -2358,13 +2624,24 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const if (v_cur == (TYPE)-0) v_cur = (TYPE)0; - // Clamp values (+ handle overflow/wrap-around for integer types) - if (*v != v_cur && is_clamped) + if (*v != v_cur && is_bounded) { - if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point)) - v_cur = v_min; - if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point)) - v_cur = v_max; + if (is_wrapped) + { + // Wrap values + if (v_cur < v_min) + v_cur += v_max - v_min + (is_floating_point ? 0 : 1); + if (v_cur > v_max) + v_cur -= v_max - v_min + (is_floating_point ? 0 : 1); + } + else + { + // Clamp values + handle overflow/wrap-around for integer types. + if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point)) + v_cur = v_min; + if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point)) + v_cur = v_max; + } } // Apply result @@ -2377,7 +2654,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) { // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. - IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); ImGuiContext& g = *GImGui; if (g.ActiveId == id) @@ -2390,7 +2667,7 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v } if (g.ActiveId != id) return false; - if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) return false; switch (data_type) @@ -2411,6 +2688,20 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v return false; } +// Only clamp Ctrl+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) +static bool TempInputIsClampEnabled(ImGuiSliderFlags flags, ImGuiDataType data_type, const void* p_min, const void* p_max) +{ + if ((flags & ImGuiSliderFlags_ClampOnInput) && (p_min != NULL || p_max != NULL)) + { + const int clamp_range_dir = (p_min != NULL && p_max != NULL) ? ImGui::DataTypeCompare(data_type, p_min, p_max) : 0; // -1 when *p_min < *p_max, == 0 when *p_min == *p_max + if (p_min == NULL || p_max == NULL || clamp_range_dir < 0) + return true; + if (clamp_range_dir == 0) + return ImGui::DataTypeIsZero(data_type, p_min) ? ((flags & ImGuiSliderFlags_ClampZeroRange) != 0) : true; + } + return false; +} + // Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional. // Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) @@ -2423,6 +2714,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); const float w = CalcItemWidth(); + const ImU32 color_marker = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasColorMarker) ? g.NextItemData.ColorMarker : 0; const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); @@ -2437,19 +2729,18 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, if (format == NULL) format = DataTypeGetInfo(data_type)->PrintFmt; - const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags); + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - // Tabbing or CTRL-clicking on Drag turns it into an InputText - const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; - const bool clicked = hovered && IsMouseClicked(0, id); + // Tabbing or Ctrl+Click on Drag turns it into an InputText + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id)); - const bool make_active = (input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == id); + const bool make_active = (clicked || double_clicked || g.NavActivateId == id); if (make_active && (clicked || double_clicked)) SetKeyOwner(ImGuiKey_MouseLeft, id); if (make_active && temp_input_allowed) - if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || double_clicked || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + if ((clicked && g.IO.KeyCtrl) || double_clicked || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) temp_input_is_active = true; // (Optional) simple click (without moving) turns Drag into an InputText @@ -2461,6 +2752,10 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, temp_input_is_active = true; } + // Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert) + if (make_active) + memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size); + if (make_active && !temp_input_is_active) { SetActiveID(id, window); @@ -2472,15 +2767,17 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, if (temp_input_is_active) { - // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set - const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0 && (p_min == NULL || p_max == NULL || DataTypeCompare(data_type, p_min, p_max) < 0); - return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL); + const bool clamp_enabled = TempInputIsClampEnabled(flags, data_type, p_min, p_max); + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL); } // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); - RenderNavHighlight(frame_bb, id); - RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, false, style.FrameRounding); + if (color_marker != 0 && style.ColorMarkerSize > 0.0f) + RenderColorComponentMarker(frame_bb, GetColorU32(color_marker), style.FrameRounding); + RenderFrameBorder(frame_bb.Min, frame_bb.Max, g.Style.FrameRounding); // Drag behavior const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags); @@ -2489,7 +2786,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; - const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_COUNTOF(value_buf), data_type, p_data, format); if (g.LogEnabled) LogSetNextTextDecoration("{", "}"); RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); @@ -2518,6 +2815,8 @@ bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data PushID(i); if (i > 0) SameLine(0, g.Style.ItemInnerSpacing.x); + if (flags & ImGuiSliderFlags_ColorMarkers) + SetNextItemColorMarker(GDefaultRgbaColorMarkers[i]); value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags); PopID(); PopItemWidth(); @@ -2668,14 +2967,14 @@ bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_ // Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT) template -float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) { if (v_min == v_max) return 0.0f; IM_UNUSED(data_type); const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min); - if (is_logarithmic) + if (logarithmic_zero_epsilon > 0.0f) // == is_logarithmic from caller { bool flipped = v_max < v_min; @@ -2725,7 +3024,7 @@ float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, T // Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT) template -TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) { // We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct" // but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler. @@ -2735,7 +3034,7 @@ TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, T return v_max; TYPE result = (TYPE)0; - if (is_logarithmic) + if (logarithmic_zero_epsilon > 0.0f) // == is_logarithmic from caller { // Fudge min/max to avoid getting silly results close to zero FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; @@ -2840,7 +3139,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ const float mouse_abs_pos = g.IO.MousePos[axis]; if (g.ActiveIdIsJustActivated) { - float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize); if (axis == ImGuiAxis_Y) grab_t = 1.0f - grab_t; const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); @@ -2870,14 +3169,14 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; if (decimal_precision > 0) { - input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds + input_delta /= 100.0f; // Keyboard/Gamepad tweak speeds in % of slider bounds if (tweak_slow) input_delta /= 10.0f; } else { if ((v_range_f >= -100.0f && v_range_f <= 100.0f && v_range_f != 0.0f) || tweak_slow) - input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / v_range_f; // Gamepad/keyboard tweak speeds in integer steps + input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / v_range_f; // Keyboard/Gamepad tweak speeds in integer steps else input_delta /= 100.0f; } @@ -2895,7 +3194,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ } else if (g.SliderCurrentAccumDirty) { - clicked_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + clicked_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize); if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits { @@ -2909,10 +3208,10 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ clicked_t = ImSaturate(clicked_t + delta); // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator - TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize); if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) v_new = RoundScalarWithFormatT(format, data_type, v_new); - float new_clicked_t = ScaleRatioFromValueT(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + float new_clicked_t = ScaleRatioFromValueT(data_type, v_new, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize); if (delta > 0) g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta); @@ -2925,12 +3224,12 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ } if (set_new_value) - if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) set_new_value = false; if (set_new_value) { - TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize); // Round to user desired precision based on format string if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) @@ -2952,7 +3251,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ else { // Output grab position so it can be displayed by the caller - float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, logarithmic_zero_epsilon, zero_deadzone_halfsize); if (axis == ImGuiAxis_Y) grab_t = 1.0f - grab_t; const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); @@ -2971,7 +3270,8 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) { // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. - IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flag! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + IM_ASSERT((flags & ImGuiSliderFlags_WrapAround) == 0); // Not supported by SliderXXX(), only by DragXXX() switch (data_type) { @@ -3015,6 +3315,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); const float w = CalcItemWidth(); + const ImU32 color_marker = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasColorMarker) ? g.NextItemData.ColorMarker : 0; const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); @@ -3029,20 +3330,23 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat if (format == NULL) format = DataTypeGetInfo(data_type)->PrintFmt; - const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags); + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - // Tabbing or CTRL-clicking on Slider turns it into an input box - const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; - const bool clicked = hovered && IsMouseClicked(0, id); - const bool make_active = (input_requested_by_tabbing || clicked || g.NavActivateId == id); + // Tabbing or Ctrl+Click on Slider turns it into an input box + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); + const bool make_active = (clicked || g.NavActivateId == id); if (make_active && clicked) SetKeyOwner(ImGuiKey_MouseLeft, id); if (make_active && temp_input_allowed) - if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + if ((clicked && g.IO.KeyCtrl) || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) temp_input_is_active = true; + // Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert) + if (make_active) + memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size); + if (make_active && !temp_input_is_active) { SetActiveID(id, window); @@ -3054,15 +3358,18 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat if (temp_input_is_active) { - // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set - const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0; - return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL); + // Only clamp Ctrl+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) + const bool clamp_enabled = (flags & ImGuiSliderFlags_ClampOnInput) != 0; // Don't use TempInputIsClampEnabled() + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL); } // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); - RenderNavHighlight(frame_bb, id); - RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + RenderNavCursor(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, false, style.FrameRounding); + if (color_marker != 0 && style.ColorMarkerSize > 0.0f) + RenderColorComponentMarker(frame_bb, GetColorU32(color_marker), style.FrameRounding); + RenderFrameBorder(frame_bb.Min, frame_bb.Max, g.Style.FrameRounding); // Slider behavior ImRect grab_bb; @@ -3076,7 +3383,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; - const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_COUNTOF(value_buf), data_type, p_data, format); if (g.LogEnabled) LogSetNextTextDecoration("{", "}"); RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); @@ -3106,6 +3413,8 @@ bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, i PushID(i); if (i > 0) SameLine(0, g.Style.ItemInnerSpacing.x); + if (flags & ImGuiSliderFlags_ColorMarkers) + SetNextItemColorMarker(GDefaultRgbaColorMarkers[i]); value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags); PopID(); PopItemWidth(); @@ -3150,7 +3459,8 @@ bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, fl format = "%.0f deg"; float v_deg = (*v_rad) * 360.0f / (2 * IM_PI); bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags); - *v_rad = v_deg * (2 * IM_PI) / 360.0f; + if (value_changed) + *v_rad = v_deg * (2 * IM_PI) / 360.0f; return value_changed; } @@ -3196,8 +3506,8 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d if (format == NULL) format = DataTypeGetInfo(data_type)->PrintFmt; - const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags); - const bool clicked = hovered && IsMouseClicked(0, id); + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags); + const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); if (clicked || g.NavActivateId == id) { if (clicked) @@ -3210,7 +3520,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); - RenderNavHighlight(frame_bb, id); + RenderNavCursor(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); // Slider behavior @@ -3226,7 +3536,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. // For the vertical slider we allow centered text to overlap the frame padding char value_buf[64]; - const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_COUNTOF(value_buf), data_type, p_data, format); RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); @@ -3390,80 +3700,88 @@ int ImParseFormatPrecision(const char* fmt, int default_precision) return (precision == INT_MAX) ? default_precision : precision; } -// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) +// Create text input in place of another active widget (e.g. used when doing a Ctrl+Click on drag/slider widgets) +// - This must be submitted right after the item it is overlaying. // FIXME: Facilitate using this in variety of other situations. -bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags) +bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. // We clear ActiveID on the first frame to allow the InputText() taking it back. ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const bool init = (g.TempInputId != id); if (init) ClearActiveID(); - g.CurrentWindow->DC.CursorPos = bb.Min; - bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem); + ImVec2 backup_pos = window->DC.CursorPos; + window->DC.CursorPos = bb.Min; + g.LastItemData.ItemFlags |= ImGuiItemFlags_AllowDuplicateId; // Using ImGuiInputTextFlags_MergedItem above will skip ItemAdd() so we poke here. + bool value_changed = InputTextEx(label, NULL, buf, (int)buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_TempInput | ImGuiInputTextFlags_AutoSelectAll, callback, user_data); + KeepAliveID(id); // Not done because of ImGuiInputTextFlags_TempInput if (init) { // First frame we started displaying the InputText widget, we expect it to take the active id. IM_ASSERT(g.ActiveId == id); g.TempInputId = g.ActiveId; } + if (g.ActiveId != id) + g.TempInputId = 0; + window->DC.CursorPos = backup_pos; return value_changed; } -static inline ImGuiInputTextFlags InputScalar_DefaultCharsFilter(ImGuiDataType data_type, const char* format) -{ - if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) - return ImGuiInputTextFlags_CharsScientific; - const char format_last_char = format[0] ? format[strlen(format) - 1] : 0; - return (format_last_char == 'x' || format_last_char == 'X') ? ImGuiInputTextFlags_CharsHexadecimal : ImGuiInputTextFlags_CharsDecimal; -} - // Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set! -// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility. +// This is intended: this way we allow Ctrl+Click manual input to set a value out of bounds, for maximum flexibility. // However this may not be ideal for all uses, as some user code may break on out of bound values. bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max) { // FIXME: May need to clarify display behavior if format doesn't contain %. // "%d" -> "%d" / "There are %d items" -> "%d" / "items" -> "%d" (fallback). Also see #6405 + ImGuiContext& g = *GImGui; const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); char fmt_buf[32]; char data_buf[32]; - format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); + format = ImParseFormatTrimDecorations(format, fmt_buf, IM_COUNTOF(fmt_buf)); if (format[0] == 0) format = type_info->PrintFmt; - DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); + DataTypeFormatString(data_buf, IM_COUNTOF(data_buf), data_type, p_data, format); ImStrTrimBlanks(data_buf); - ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; - flags |= InputScalar_DefaultCharsFilter(data_type, format); + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; + g.LastItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited; // Because TempInputText() uses ImGuiInputTextFlags_MergedItem it doesn't submit a new item, so we poke LastItemData. + if (!TempInputText(bb, id, label, data_buf, IM_COUNTOF(data_buf), flags)) + return false; - bool value_changed = false; - if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags)) + // Backup old value + size_t data_type_size = type_info->Size; + ImGuiDataTypeStorage data_backup; + memcpy(&data_backup, p_data, data_type_size); + + // Apply new value (or operations) then clamp + DataTypeApplyFromText(data_buf, data_type, p_data, format, NULL); + if (p_clamp_min || p_clamp_max) { - // Backup old value - size_t data_type_size = type_info->Size; - ImGuiDataTypeTempStorage data_backup; - memcpy(&data_backup, p_data, data_type_size); - - // Apply new value (or operations) then clamp - DataTypeApplyFromText(data_buf, data_type, p_data, format); - if (p_clamp_min || p_clamp_max) - { - if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) - ImSwap(p_clamp_min, p_clamp_max); - DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max); - } - - // Only mark as edited if new value is different - value_changed = memcmp(&data_backup, p_data, data_type_size) != 0; - if (value_changed) - MarkItemEdited(id); + if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) + ImSwap(p_clamp_min, p_clamp_max); + DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max); } + + // Only mark as edited if new value is different + g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited; + bool value_changed = memcmp(&data_backup, p_data, data_type_size) != 0; + if (value_changed) + MarkItemEdited(id); return value_changed; } +void ImGui::SetNextItemRefVal(ImGuiDataType data_type, void* p_data) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasRefVal; + memcpy(&g.NextItemData.RefVal, p_data, DataTypeGetInfo(data_type)->Size); +} + // Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional. // Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) @@ -3474,53 +3792,66 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; + IM_ASSERT((flags & ImGuiInputTextFlags_EnterReturnsTrue) == 0); // Not supported by InputScalar(). Please open an issue if you this would be useful to you. Otherwise use IsItemDeactivatedAfterEdit()! if (format == NULL) format = DataTypeGetInfo(data_type)->PrintFmt; + void* p_data_default = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasRefVal) ? &g.NextItemData.RefVal : &g.DataTypeZeroValue; + char buf[64]; - DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); - - // Testing ActiveId as a minor optimization as filtering is not needed until active - if (g.ActiveId == 0 && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) - flags |= InputScalar_DefaultCharsFilter(data_type, format); - flags |= ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. - - bool value_changed = false; - if (p_step == NULL) - { - if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) - value_changed = DataTypeApplyFromText(buf, data_type, p_data, format); - } + if ((flags & ImGuiInputTextFlags_DisplayEmptyRefVal) && DataTypeCompare(data_type, p_data, p_data_default) == 0) + buf[0] = 0; else - { - const float button_size = GetFrameHeight(); + DataTypeFormatString(buf, IM_COUNTOF(buf), data_type, p_data, format); + // Disable the MarkItemEdited() call in InputText but keep ImGuiItemStatusFlags_Edited. + // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. + g.NextItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited; + flags |= ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; + + const bool has_step_buttons = (p_step != NULL); + const float button_size = has_step_buttons ? GetFrameHeight() : 0.0f; + bool ret; + if (has_step_buttons) + { + // With Step Buttons BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() PushID(label); SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); - if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view - value_changed = DataTypeApplyFromText(buf, data_type, p_data, format); + ret = InputText("", buf, IM_COUNTOF(buf), flags); // PushID(label) + "" gives us the expected ID from outside point of view IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); + } + else + { + // Without Step Buttons + ret = InputText(label, buf, IM_COUNTOF(buf), flags); + } - // Step buttons + // Apply + bool value_changed = ret ? DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL) : false; + + // Step buttons + if (has_step_buttons) + { const ImVec2 backup_frame_padding = style.FramePadding; style.FramePadding.x = style.FramePadding.y; - ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups; if (flags & ImGuiInputTextFlags_ReadOnly) BeginDisabled(); + PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); SameLine(0, style.ItemInnerSpacing.x); - if (ButtonEx("-", ImVec2(button_size, button_size), button_flags)) + if (ButtonEx("-", ImVec2(button_size, button_size))) { DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); value_changed = true; } SameLine(0, style.ItemInnerSpacing.x); - if (ButtonEx("+", ImVec2(button_size, button_size), button_flags)) + if (ButtonEx("+", ImVec2(button_size, button_size))) { DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); value_changed = true; } + PopItemFlag(); if (flags & ImGuiInputTextFlags_ReadOnly) EndDisabled(); @@ -3535,6 +3866,8 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data PopID(); EndGroup(); } + + g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited; if (value_changed) MarkItemEdited(g.LastItemData.ID); @@ -3578,7 +3911,6 @@ bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_dat bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) { - flags |= ImGuiInputTextFlags_CharsScientific; return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags); } @@ -3621,23 +3953,26 @@ bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) { - flags |= ImGuiInputTextFlags_CharsScientific; return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags); } //------------------------------------------------------------------------- // [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint //------------------------------------------------------------------------- +// - imstb_textedit.h include // - InputText() // - InputTextWithHint() // - InputTextMultiline() -// - InputTextGetCharInfo() [Internal] -// - InputTextReindexLines() [Internal] -// - InputTextReindexLinesRange() [Internal] // - InputTextEx() [Internal] // - DebugNodeInputTextState() [Internal] //------------------------------------------------------------------------- +namespace ImStb +{ +#include "imstb_textedit.h" +} + +// If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp! bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() @@ -3655,79 +3990,30 @@ bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, si return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); } -static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) -{ - int line_count = 0; - const char* s = text_begin; - while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding - if (c == '\n') - line_count++; - s--; - if (s[0] != '\n' && s[0] != '\r') - line_count++; - *out_text_end = s; - return line_count; -} - -static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line) +static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end_display, const char* text_end, const char** out_remaining, ImVec2* out_offset, ImDrawTextFlags flags) { ImGuiContext& g = *ctx; - ImFont* font = g.Font; - const float line_height = g.FontSize; - const float scale = line_height / font->FontSize; - - ImVec2 text_size = ImVec2(0, 0); - float line_width = 0.0f; - - const ImWchar* s = text_begin; - while (s < text_end) - { - unsigned int c = (unsigned int)(*s++); - if (c == '\n') - { - text_size.x = ImMax(text_size.x, line_width); - text_size.y += line_height; - line_width = 0.0f; - if (stop_on_new_line) - break; - continue; - } - if (c == '\r') - continue; - - const float char_width = font->GetCharAdvance((ImWchar)c) * scale; - line_width += char_width; - } - - if (text_size.x < line_width) - text_size.x = line_width; - - if (out_offset) - *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n - - if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n - text_size.y += line_height; - - if (remaining) - *remaining = s; - - return text_size; + ImGuiInputTextState* obj = &g.InputTextState; + IM_ASSERT(text_end_display >= text_begin && text_end_display <= text_end); + return ImFontCalcTextSizeEx(g.Font, g.FontSize, FLT_MAX, obj->WrapWidth, text_begin, text_end_display, text_end, out_remaining, out_offset, flags); } // Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) +// With our UTF-8 use of stb_textedit: +// - STB_TEXTEDIT_GETCHAR is nothing more than a a "GETBYTE". It's only used to compare to ascii or to copy blocks of text so we are fine. +// - One exception is the STB_TEXTEDIT_IS_SPACE feature which would expect a full char in order to handle full-width space such as 0x3000 (see ImCharIsBlankW). +// - ...but we don't use that feature. namespace ImStb { - -static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->CurLenW; } -static ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { IM_ASSERT(idx <= obj->CurLenW); return obj->TextW[idx]; } -static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } -static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; } -static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; +static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->TextLen; } +static char STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { IM_ASSERT(idx >= 0 && idx <= obj->TextLen); return obj->TextSrc[idx]; } +static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { unsigned int c; ImTextCharFromUtf8(&c, obj->TextSrc + line_start_idx + char_idx, obj->TextSrc + obj->TextLen); if ((ImWchar)c == '\n') return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.FontBaked->GetCharAdvance((ImWchar)c) * g.FontBakedScale; } +static char STB_TEXTEDIT_NEWLINE = '\n'; static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) { - const ImWchar* text = obj->TextW.Data; - const ImWchar* text_remaining = NULL; - const ImVec2 size = InputTextCalcTextSizeW(obj->Ctx, text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true); + const char* text = obj->TextSrc; + const char* text_remaining = NULL; + const ImVec2 size = InputTextCalcTextSize(obj->Ctx, text + line_start_idx, text + obj->TextLen, text + obj->TextLen, &text_remaining, NULL, ImDrawTextFlags_StopOnNewLine | ImDrawTextFlags_WrapKeepBlanks); r->x0 = 0.0f; r->x1 = size.x; r->baseline_y_delta = size.y; @@ -3736,21 +4022,54 @@ static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* ob r->num_chars = (int)(text_remaining - (text + line_start_idx)); } -static bool is_separator(unsigned int c) +#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL +#define IMSTB_TEXTEDIT_GETPREVCHARINDEX IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL + +static int IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx) { - return c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|' || c=='\n' || c=='\r' || c=='.' || c=='!'; + if (idx >= obj->TextLen) + return obj->TextLen + 1; + unsigned int c; + return idx + ImTextCharFromUtf8(&c, obj->TextSrc + idx, obj->TextSrc + obj->TextLen); +} + +static int IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx) +{ + if (idx <= 0) + return -1; + const char* p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, obj->TextSrc + idx); + return (int)(p - obj->TextSrc); +} + +static bool ImCharIsSeparatorW(unsigned int c) +{ + static const unsigned int separator_list[] = + { + ',', 0x3001, '.', 0x3002, ';', 0xFF1B, '(', 0xFF08, ')', 0xFF09, '{', 0xFF5B, '}', 0xFF5D, + '[', 0x300C, ']', 0x300D, '|', 0xFF5C, '!', 0xFF01, '\\', 0xFFE5, '/', 0x30FB, 0xFF0F, + '\n', '\r', + }; + for (unsigned int separator : separator_list) + if (c == separator) + return true; + return false; } static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) { - // When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators. + // When ImGuiInputTextFlags_Password is set, we don't want actions such as Ctrl+Arrow to leak the fact that underlying data are blanks or separators. if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) return 0; - bool prev_white = ImCharIsBlankW(obj->TextW[idx - 1]); - bool prev_separ = is_separator(obj->TextW[idx - 1]); - bool curr_white = ImCharIsBlankW(obj->TextW[idx]); - bool curr_separ = is_separator(obj->TextW[idx]); + const char* curr_p = obj->TextSrc + idx; + const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p); + unsigned int curr_c; ImTextCharFromUtf8(&curr_c, curr_p, obj->TextSrc + obj->TextLen); + unsigned int prev_c; ImTextCharFromUtf8(&prev_c, prev_p, obj->TextSrc + obj->TextLen); + + bool prev_white = ImCharIsBlankW(prev_c); + bool prev_separ = ImCharIsSeparatorW(prev_c); + bool curr_white = ImCharIsBlankW(curr_c); + bool curr_separ = ImCharIsSeparatorW(curr_c); return ((prev_white || prev_separ) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); } static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) @@ -3758,65 +4077,155 @@ static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) return 0; - bool prev_white = ImCharIsBlankW(obj->TextW[idx]); - bool prev_separ = is_separator(obj->TextW[idx]); - bool curr_white = ImCharIsBlankW(obj->TextW[idx - 1]); - bool curr_separ = is_separator(obj->TextW[idx - 1]); + const char* curr_p = obj->TextSrc + idx; + const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p); + unsigned int prev_c; ImTextCharFromUtf8(&prev_c, curr_p, obj->TextSrc + obj->TextLen); + unsigned int curr_c; ImTextCharFromUtf8(&curr_c, prev_p, obj->TextSrc + obj->TextLen); + + bool prev_white = ImCharIsBlankW(prev_c); + bool prev_separ = ImCharIsSeparatorW(prev_c); + bool curr_white = ImCharIsBlankW(curr_c); + bool curr_separ = ImCharIsSeparatorW(curr_c); return ((prev_white) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); } -static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } -static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } -static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } +static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) +{ + idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx); + while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) + idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx); + return idx < 0 ? 0 : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) +{ + int len = obj->TextLen; + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + while (idx < len && !is_word_boundary_from_left(obj, idx)) + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + return idx > len ? len : idx; +} +static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) +{ + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + int len = obj->TextLen; + while (idx < len && !is_word_boundary_from_right(obj, idx)) + idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx); + return idx > len ? len : idx; +} static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { ImGuiContext& g = *obj->Ctx; if (g.IO.ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); } -#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h -#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL +#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL + +// Reimplementation of stb_textedit_move_line_start()/stb_textedit_move_line_end() which supports word-wrapping. +static int STB_TEXTEDIT_MOVELINESTART_IMPL(ImGuiInputTextState* obj, ImStb::STB_TexteditState* state, int cursor) +{ + if (state->single_line) + return 0; + + if (obj->WrapWidth > 0.0f) + { + ImGuiContext& g = *obj->Ctx; + const char* p_cursor = obj->TextSrc + cursor; + const char* p_bol = ImStrbol(p_cursor, obj->TextSrc); + const char* p = p_bol; + const char* text_end = obj->TextSrc + obj->TextLen; // End of line would be enough + while (p >= p_bol) + { + const char* p_eol = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, p, text_end, obj->WrapWidth, ImDrawTextFlags_WrapKeepBlanks); + if (p == p_cursor) // If we are already on a visible beginning-of-line, return real beginning-of-line (would be same as regular handler below) + return (int)(p_bol - obj->TextSrc); + if (p_eol == p_cursor && obj->TextA[cursor] != '\n' && obj->LastMoveDirectionLR == ImGuiDir_Left) + return (int)(p_bol - obj->TextSrc); + if (p_eol >= p_cursor) + return (int)(p - obj->TextSrc); + p = (*p_eol == '\n') ? p_eol + 1 : p_eol; + } + } + + // Regular handler, same as stb_textedit_move_line_start() + while (cursor > 0) + { + int prev_cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, cursor); + if (STB_TEXTEDIT_GETCHAR(obj, prev_cursor) == STB_TEXTEDIT_NEWLINE) + break; + cursor = prev_cursor; + } + return cursor; +} + +static int STB_TEXTEDIT_MOVELINEEND_IMPL(ImGuiInputTextState* obj, ImStb::STB_TexteditState* state, int cursor) +{ + int n = STB_TEXTEDIT_STRINGLEN(obj); + if (state->single_line) + return n; + + if (obj->WrapWidth > 0.0f) + { + ImGuiContext& g = *obj->Ctx; + const char* p_cursor = obj->TextSrc + cursor; + const char* p = ImStrbol(p_cursor, obj->TextSrc); + const char* text_end = obj->TextSrc + obj->TextLen; // End of line would be enough + while (p < text_end) + { + const char* p_eol = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, p, text_end, obj->WrapWidth, ImDrawTextFlags_WrapKeepBlanks); + cursor = (int)(p_eol - obj->TextSrc); + if (p_eol == p_cursor && obj->LastMoveDirectionLR != ImGuiDir_Left) // If we are already on a visible end-of-line, switch to regular handle + break; + if (p_eol > p_cursor) + return cursor; + p = (*p_eol == '\n') ? p_eol + 1 : p_eol; + } + } + // Regular handler, same as stb_textedit_move_line_end() + while (cursor < n && STB_TEXTEDIT_GETCHAR(obj, cursor) != STB_TEXTEDIT_NEWLINE) + cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, cursor); + return cursor; +} + +#define STB_TEXTEDIT_MOVELINESTART STB_TEXTEDIT_MOVELINESTART_IMPL +#define STB_TEXTEDIT_MOVELINEEND STB_TEXTEDIT_MOVELINEEND_IMPL static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) { - ImWchar* dst = obj->TextW.Data + pos; - - // We maintain our buffer length in both UTF-8 and wchar formats - obj->Edited = true; - obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n); - obj->CurLenW -= n; - - // Offset remaining text (FIXME-OPT: Use memmove) - const ImWchar* src = obj->TextW.Data + pos + n; - while (ImWchar c = *src++) - *dst++ = c; - *dst = '\0'; + // Offset remaining text (+ copy zero terminator) + IM_ASSERT(obj->TextSrc == obj->TextA.Data); + char* dst = obj->TextA.Data + pos; + char* src = obj->TextA.Data + pos + n; + memmove(dst, src, obj->TextLen - n - pos + 1); + obj->EditedBefore = obj->EditedThisFrame = true; + obj->TextLen -= n; } -static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ImWchar* new_text, int new_text_len) +static int STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const char* new_text, int new_text_len) { const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0; - const int text_len = obj->CurLenW; + const int text_len = obj->TextLen; IM_ASSERT(pos <= text_len); - const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len); - if (!is_resizable && (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA)) - return false; + // We support partial insertion (with a mod in stb_textedit.h) + const int avail = obj->BufCapacity - 1 - obj->TextLen; + if (!is_resizable && new_text_len > avail) + new_text_len = (int)(ImTextFindValidUtf8CodepointEnd(new_text, new_text + new_text_len, new_text + avail) - new_text); // Truncate to closest UTF-8 codepoint. Alternative: return 0 to cancel insertion. + if (new_text_len == 0) + return 0; // Grow internal buffer if needed - if (new_text_len + text_len + 1 > obj->TextW.Size) + IM_ASSERT(obj->TextSrc == obj->TextA.Data); + if (text_len + new_text_len + 1 > obj->TextA.Size && is_resizable) { - if (!is_resizable) - return false; - IM_ASSERT(text_len < obj->TextW.Size); - obj->TextW.resize(text_len + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1); + obj->TextA.resize(text_len + ImClamp(new_text_len, 32, ImMax(256, new_text_len)) + 1); + obj->TextSrc = obj->TextA.Data; } - ImWchar* text = obj->TextW.Data; + char* text = obj->TextA.Data; if (pos != text_len) - memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar)); - memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar)); + memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos)); + memcpy(text + pos, new_text, (size_t)new_text_len); - obj->Edited = true; - obj->CurLenW += new_text_len; - obj->CurLenA += new_text_len_utf8; - obj->TextW[obj->CurLenW] = '\0'; + obj->EditedBefore = obj->EditedThisFrame = true; + obj->TextLen += new_text_len; + obj->TextA[obj->TextLen] = '\0'; - return true; + return new_text_len; } // We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) @@ -3838,20 +4247,21 @@ static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const Im #define STB_TEXTEDIT_K_PGDOWN 0x20000F // keyboard input to move cursor down a page #define STB_TEXTEDIT_K_SHIFT 0x400000 -#define STB_TEXTEDIT_IMPLEMENTATION -#define STB_TEXTEDIT_memmove memmove +#define IMSTB_TEXTEDIT_IMPLEMENTATION +#define IMSTB_TEXTEDIT_memmove memmove #include "imstb_textedit.h" // stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling // the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) -static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len) +static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) { - stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len); - ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW); + stb_text_makeundo_replace(str, state, 0, str->TextLen, text_len); + ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->TextLen); state->cursor = state->select_start = state->select_end = 0; if (text_len <= 0) return; - if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len)) + int text_len_inserted = ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len); + if (text_len_inserted > 0) { state->cursor = state->select_start = state->select_end = text_len; state->has_preferred_x = 0; @@ -3862,29 +4272,72 @@ static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* st } // namespace ImStb +// We added an extra indirection where 'Stb' is heap-allocated, in order facilitate the work of bindings generators. +ImGuiInputTextState::ImGuiInputTextState() +{ + memset((void*)this, 0, sizeof(*this)); + Stb = IM_NEW(ImStbTexteditState); + memset(Stb, 0, sizeof(*Stb)); +} + +ImGuiInputTextState::~ImGuiInputTextState() +{ + IM_DELETE(Stb); +} + void ImGuiInputTextState::OnKeyPressed(int key) { - stb_textedit_key(this, &Stb, key); + stb_textedit_key(this, Stb, key); + CursorFollow = true; + CursorAnimReset(); + const int key_u = (key & ~STB_TEXTEDIT_K_SHIFT); + if (key_u == STB_TEXTEDIT_K_LEFT || key_u == STB_TEXTEDIT_K_LINESTART || key_u == STB_TEXTEDIT_K_TEXTSTART || key_u == STB_TEXTEDIT_K_BACKSPACE || key_u == STB_TEXTEDIT_K_WORDLEFT) + LastMoveDirectionLR = ImGuiDir_Left; + else if (key_u == STB_TEXTEDIT_K_RIGHT || key_u == STB_TEXTEDIT_K_LINEEND || key_u == STB_TEXTEDIT_K_TEXTEND || key_u == STB_TEXTEDIT_K_DELETE || key_u == STB_TEXTEDIT_K_WORDRIGHT) + LastMoveDirectionLR = ImGuiDir_Right; +} + +void ImGuiInputTextState::OnCharPressed(unsigned int c) +{ + // Convert the key to a UTF8 byte sequence. + // The changes we had to make to stb_textedit_key made it very much UTF-8 specific which is not too great. + char utf8[5]; + ImTextCharToUtf8(utf8, c); + stb_textedit_text(this, Stb, utf8, (int)ImStrlen(utf8)); CursorFollow = true; CursorAnimReset(); } +// Those functions are not inlined in imgui_internal.h, allowing us to hide ImStbTexteditState from that header. +void ImGuiInputTextState::CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking +void ImGuiInputTextState::CursorClamp() { Stb->cursor = ImMin(Stb->cursor, TextLen); Stb->select_start = ImMin(Stb->select_start, TextLen); Stb->select_end = ImMin(Stb->select_end, TextLen); } +bool ImGuiInputTextState::HasSelection() const { return Stb->select_start != Stb->select_end; } +void ImGuiInputTextState::ClearSelection() { Stb->select_start = Stb->select_end = Stb->cursor; } +int ImGuiInputTextState::GetCursorPos() const { return Stb->cursor; } +int ImGuiInputTextState::GetSelectionStart() const { return Stb->select_start; } +int ImGuiInputTextState::GetSelectionEnd() const { return Stb->select_end; } +void ImGuiInputTextState::SetSelection(int start, int end) { Stb->select_start = start; Stb->cursor = Stb->select_end = end; } +float ImGuiInputTextState::GetPreferredOffsetX() const { return Stb->has_preferred_x ? Stb->preferred_x : -1; } +void ImGuiInputTextState::SelectAll() { Stb->select_start = 0; Stb->cursor = Stb->select_end = TextLen; Stb->has_preferred_x = 0; } +void ImGuiInputTextState::ReloadUserBufAndSelectAll() { WantReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; } +void ImGuiInputTextState::ReloadUserBufAndKeepSelection() { WantReloadUserBuf = true; ReloadSelectionStart = Stb->select_start; ReloadSelectionEnd = Stb->select_end; } +void ImGuiInputTextState::ReloadUserBufAndMoveToEnd() { WantReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; } + ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() { - memset(this, 0, sizeof(*this)); + memset((void*)this, 0, sizeof(*this)); } -// Public API to manipulate UTF-8 text -// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar) +// Public API to manipulate UTF-8 text from within a callback. // FIXME: The existence of this rarely exercised code path is a bit of a nuisance. +// Historically they existed because STB_TEXTEDIT_INSERTCHARS() etc. worked on our ImWchar +// buffer, but nowadays they both work on UTF-8 data. Should aim to merge both. void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) { IM_ASSERT(pos + bytes_count <= BufTextLen); char* dst = Buf + pos; const char* src = Buf + pos + bytes_count; - while (char c = *src++) - *dst++ = c; - *dst = '\0'; + memmove(dst, src, BufTextLen - bytes_count - pos + 1); if (CursorPos >= pos + bytes_count) CursorPos -= bytes_count; @@ -3901,22 +4354,29 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons if (new_text == new_text_end) return; + ImGuiContext& g = *Ctx; + ImGuiInputTextState* obj = &g.InputTextState; + IM_ASSERT(obj->ID != 0 && g.ActiveId == obj->ID); const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; - const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); - if (new_text_len + BufTextLen >= BufSize) - { - if (!is_resizable) - return; + const bool is_readonly = (Flags & ImGuiInputTextFlags_ReadOnly) != 0; + int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)ImStrlen(new_text); - // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!) - ImGuiContext& g = *Ctx; - ImGuiInputTextState* edit_state = &g.InputTextState; - IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); - IM_ASSERT(Buf == edit_state->TextA.Data); + // We support partial insertion (with a mod in stb_textedit.h) + const int avail = BufSize - 1 - BufTextLen; + if (!is_resizable && new_text_len > avail) + new_text_len = (int)(ImTextFindValidUtf8CodepointEnd(new_text, new_text + new_text_len, new_text + avail) - new_text); // Truncate to closest UTF-8 codepoint. Alternative: return 0 to cancel insertion. + if (new_text_len == 0) + return; + + // Grow internal buffer if needed + if (new_text_len + BufTextLen + 1 > obj->TextA.Size && is_resizable && !is_readonly) + { + IM_ASSERT(Buf == obj->TextA.Data); int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; - edit_state->TextA.reserve(new_buf_size + 1); - Buf = edit_state->TextA.Data; - BufSize = edit_state->BufCapacityA = new_buf_size; + obj->TextA.resize(new_buf_size + 1); + obj->TextSrc = obj->TextA.Data; + Buf = obj->TextA.Data; + BufSize = obj->BufCapacity = new_buf_size; } if (BufTextLen != pos) @@ -3924,32 +4384,68 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char)); Buf[BufTextLen + new_text_len] = '\0'; - if (CursorPos >= pos) - CursorPos += new_text_len; - SelectionStart = SelectionEnd = CursorPos; BufDirty = true; BufTextLen += new_text_len; + if (CursorPos >= pos) + CursorPos += new_text_len; + CursorPos = ImClamp(CursorPos, 0, BufTextLen); + SelectionStart = SelectionEnd = CursorPos; +} + +void ImGui::PushPasswordFont() +{ + ImGuiContext& g = *GImGui; + ImFontBaked* backup = &g.InputTextPasswordFontBackupBaked; + IM_ASSERT(backup->IndexAdvanceX.Size == 0 && backup->IndexLookup.Size == 0); + ImFontGlyph* glyph = g.FontBaked->FindGlyph('*'); + g.InputTextPasswordFontBackupFlags = g.Font->Flags; + backup->FallbackGlyphIndex = g.FontBaked->FallbackGlyphIndex; + backup->FallbackAdvanceX = g.FontBaked->FallbackAdvanceX; + backup->IndexLookup.swap(g.FontBaked->IndexLookup); + backup->IndexAdvanceX.swap(g.FontBaked->IndexAdvanceX); + g.Font->Flags |= ImFontFlags_NoLoadGlyphs; + g.FontBaked->FallbackGlyphIndex = g.FontBaked->Glyphs.index_from_ptr(glyph); + g.FontBaked->FallbackAdvanceX = glyph->AdvanceX; +} + +void ImGui::PopPasswordFont() +{ + ImGuiContext& g = *GImGui; + ImFontBaked* backup = &g.InputTextPasswordFontBackupBaked; + g.Font->Flags = g.InputTextPasswordFontBackupFlags; + g.FontBaked->FallbackGlyphIndex = backup->FallbackGlyphIndex; + g.FontBaked->FallbackAdvanceX = backup->FallbackAdvanceX; + g.FontBaked->IndexLookup.swap(backup->IndexLookup); + g.FontBaked->IndexAdvanceX.swap(backup->IndexAdvanceX); + IM_ASSERT(backup->IndexAdvanceX.Size == 0 && backup->IndexLookup.Size == 0); } // Return false to discard a character. -static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source) +static bool InputTextFilterCharacter(ImGuiContext* ctx, ImGuiInputTextState* state, unsigned int* p_char, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard) { - IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Clipboard); + IM_ASSERT(state != NULL); unsigned int c = *p_char; + ImGuiInputTextFlags flags = state->Flags; // Filter non-printable (NB: isprint is unreliable! see #2467) bool apply_named_filters = true; if (c < 0x20) { bool pass = false; - pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) - pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput)); + pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) + if (c == '\n' && input_source_is_clipboard && (flags & ImGuiInputTextFlags_Multiline) == 0) // In single line mode, replace \n with a space + { + c = *p_char = ' '; + pass = true; + } + pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; + pass |= (c == '\t') && (flags & ImGuiInputTextFlags_AllowTabInput) != 0; if (!pass) return false; apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted. } - if (input_source != ImGuiInputSource_Clipboard) + if (input_source_is_clipboard == false) { // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) if (c == 127) @@ -3965,21 +4461,21 @@ static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, Im return false; // Generic named filters - if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific))) + if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint))) { // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'. // The standard mandate that programs starts in the "C" locale where the decimal point is '.'. // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. // Change the default decimal_point with: - // ImGui::GetIO()->PlatformLocaleDecimalPoint = *localeconv()->decimal_point; + // ImGui::GetPlatformIO()->Platform_LocaleDecimalPoint = *localeconv()->decimal_point; // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions. ImGuiContext& g = *ctx; - const unsigned c_decimal_point = (unsigned int)g.IO.PlatformLocaleDecimalPoint; - if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific)) + const unsigned c_decimal_point = (unsigned int)g.PlatformIO.Platform_LocaleDecimalPoint; + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint)) if (c == '.' || c == ',') c = c_decimal_point; - // Full-width -> half-width conversion for numeric fields (https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block) + // Full-width -> half-width conversion for numeric fields: https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block) // While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may // scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font. if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | ImGuiInputTextFlags_CharsHexadecimal)) @@ -4019,9 +4515,11 @@ static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, Im ImGuiContext& g = *GImGui; ImGuiInputTextCallbackData callback_data; callback_data.Ctx = &g; + callback_data.ID = state->ID; + callback_data.Flags = flags; callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; callback_data.EventChar = (ImWchar)c; - callback_data.Flags = flags; + callback_data.EventActivated = (g.ActiveId == state->ID && g.ActiveIdIsJustActivated); callback_data.UserData = user_data; if (callback(&callback_data) != 0) return false; @@ -4033,19 +4531,11 @@ static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, Im return true; } -// Find the shortest single replacement we can make to get the new text from the old text. -// Important: needs to be run before TextW is rewritten with the new characters because calling STB_TEXTEDIT_GETCHAR() at the end. +// Find the shortest single replacement we can make to get from old_buf to new_buf +// Note that this doesn't directly alter state->TextA, state->TextLen. They are expected to be made valid separately. // FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly. -static void InputTextReconcileUndoStateAfterUserCallback(ImGuiInputTextState* state, const char* new_buf_a, int new_length_a) +static void InputTextReconcileUndoState(ImGuiInputTextState* state, const char* old_buf, int old_length, const char* new_buf, int new_length) { - ImGuiContext& g = *GImGui; - const ImWchar* old_buf = state->TextW.Data; - const int old_length = state->CurLenW; - const int new_length = ImTextCountCharsFromUtf8(new_buf_a, new_buf_a + new_length_a); - g.TempBuffer.reserve_discard((new_length + 1) * sizeof(ImWchar)); - ImWchar* new_buf = (ImWchar*)(void*)g.TempBuffer.Data; - ImTextStrFromUtf8(new_buf, new_length + 1, new_buf_a, new_buf_a + new_length_a); - const int shorter_length = ImMin(old_length, new_length); int first_diff; for (first_diff = 0; first_diff < shorter_length; first_diff++) @@ -4054,7 +4544,7 @@ static void InputTextReconcileUndoStateAfterUserCallback(ImGuiInputTextState* st if (first_diff == old_length && first_diff == new_length) return; - int old_last_diff = old_length - 1; + int old_last_diff = old_length - 1; int new_last_diff = new_length - 1; for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--) if (old_buf[old_last_diff] != new_buf[new_last_diff]) @@ -4063,9 +4553,9 @@ static void InputTextReconcileUndoStateAfterUserCallback(ImGuiInputTextState* st const int insert_len = new_last_diff - first_diff + 1; const int delete_len = old_last_diff - first_diff + 1; if (insert_len > 0 || delete_len > 0) - if (STB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb.undostate, first_diff, delete_len, insert_len)) + if (IMSTB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb->undostate, first_diff, delete_len, insert_len)) for (int i = 0; i < delete_len; i++) - p[i] = ImStb::STB_TEXTEDIT_GETCHAR(state, first_diff + i); + p[i] = old_buf[first_diff + i]; } // As InputText() retain textual data and we currently provide a path for user to not retain it (via local variables) @@ -4086,19 +4576,109 @@ void ImGui::InputTextDeactivateHook(ImGuiID id) else { IM_ASSERT(state->TextA.Data != 0); - g.InputTextDeactivatedState.TextA.resize(state->CurLenA + 1); - memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data, state->CurLenA + 1); + IM_ASSERT(state->TextA[state->TextLen] == 0); + g.InputTextDeactivatedState.TextA.resize(state->TextLen + 1); + memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data, state->TextLen + 1); } } +static int* ImLowerBound(int* in_begin, int* in_end, int v) +{ + int* in_p = in_begin; + for (size_t count = (size_t)(in_end - in_p); count > 0; ) + { + size_t count2 = count >> 1; + int* mid = in_p + count2; + if (*mid < v) + { + in_p = ++mid; + count -= count2 + 1; + } + else + { + count = count2; + } + } + return in_p; +} + +// FIXME-WORDWRAP: Bundle some of this into ImGuiTextIndex and/or extract as a different tool? +// 'max_output_buffer_size' happens to be a meaningful optimization to avoid writing the full line_index when not necessarily needed (e.g. very large buffer, scrolled up, inactive) +static int InputTextLineIndexBuild(ImGuiInputTextFlags flags, ImGuiTextIndex* line_index, const char* buf, const char* buf_end, float wrap_width, int max_output_buffer_size, const char** out_buf_end) +{ + ImGuiContext& g = *GImGui; + int size = 0; + const char* s; + bool trailing_line_already_counted = false; + if (flags & ImGuiInputTextFlags_WordWrap) + { + for (s = buf; s < buf_end; s = (*s == '\n') ? s + 1 : s) + { + if (size++ <= max_output_buffer_size) + line_index->Offsets.push_back((int)(s - buf)); + s = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, s, buf_end, wrap_width, ImDrawTextFlags_WrapKeepBlanks); + } + } + else if (buf_end != NULL) + { + for (s = buf; s < buf_end; s = s ? s + 1 : buf_end) + { + if (size++ <= max_output_buffer_size) + line_index->Offsets.push_back((int)(s - buf)); + s = (const char*)ImMemchr(s, '\n', buf_end - s); + } + } + else + { + // Inactive path: we don't know buf_end ahead of time. + const char* s_eol; + for (s = buf; ; s = s_eol + 1) + { + if (size++ <= max_output_buffer_size) + line_index->Offsets.push_back((int)(s - buf)); + if ((s_eol = strchr(s, '\n')) != NULL) + continue; + s += strlen(s); + trailing_line_already_counted = true; + break; + } + } + if (out_buf_end != NULL) + *out_buf_end = buf_end = s; + if (size == 0) + { + line_index->Offsets.push_back(0); + size++; + } + if (buf_end > buf && buf_end[-1] == '\n' && !trailing_line_already_counted && size++ <= max_output_buffer_size) + line_index->Offsets.push_back((int)(buf_end - buf)); + return size; +} + +static ImVec2 InputTextLineIndexGetPosOffset(ImGuiContext& g, ImGuiInputTextState* state, ImGuiTextIndex* line_index, const char* buf, const char* buf_end, int cursor_n) +{ + const char* cursor_ptr = buf + cursor_n; + int* it_begin = line_index->Offsets.begin(); + int* it_end = line_index->Offsets.end(); + const int* it = ImLowerBound(it_begin, it_end, cursor_n); + if (it > it_begin) + if (it == it_end || *it != cursor_n || (state != NULL && state->WrapWidth > 0.0f && state->LastMoveDirectionLR == ImGuiDir_Right && cursor_ptr[-1] != '\n' && cursor_ptr[-1] != 0)) + it--; + + const int line_no = (it == it_begin) ? 0 : line_index->Offsets.index_from_ptr(it); + const char* line_start = line_index->get_line_begin(buf, line_no); + ImVec2 offset; + offset.x = InputTextCalcTextSize(&g, line_start, cursor_ptr, buf_end, NULL, NULL, ImDrawTextFlags_WrapKeepBlanks).x; + offset.y = (line_no + 1) * g.FontSize; + return offset; +} + // Edit a string of text // - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". // This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match // Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. // - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. -// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h -// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are -// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) +// - If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp! bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) { ImGuiWindow* window = GetCurrentWindow(); @@ -4108,6 +4688,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ IM_ASSERT(buf != NULL && buf_size >= 0); IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) + IM_ASSERT(!((flags & ImGuiInputTextFlags_ElideLeft) && (flags & ImGuiInputTextFlags_Multiline))); // Multiline does not not work with left-trimming + IM_ASSERT((flags & ImGuiInputTextFlags_WordWrap) == 0 || (flags & ImGuiInputTextFlags_Password) == 0); // WordWrap does not work with Password mode. + IM_ASSERT((flags & ImGuiInputTextFlags_WordWrap) == 0 || (flags & ImGuiInputTextFlags_Multiline) != 0); // WordWrap does not work in single-line mode. ImGuiContext& g = *GImGui; ImGuiIO& io = g.IO; @@ -4115,12 +4698,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ const bool RENDER_SELECTION_WHEN_INACTIVE = false; const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; - const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; - const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; - const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; - const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; - if (is_resizable) - IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar) BeginGroup(); @@ -4134,22 +4711,25 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ ImGuiWindow* draw_window = window; ImVec2 inner_size = frame_size; - ImGuiItemStatusFlags item_status_flags = 0; ImGuiLastItemData item_data_backup; if (is_multiline) { ImVec2 backup_pos = window->DC.CursorPos; ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + bool no_clip = (g.InputTextDeactivatedState.ID == id) || (g.ActiveId == id) || (id == g.NavActivateId); // Mimic some of ItemAdd() logic + add InputTextDeactivatedState.ID check. + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable) && !no_clip) { EndGroup(); return false; } - item_status_flags = g.LastItemData.StatusFlags; item_data_backup = g.LastItemData; window->DC.CursorPos = backup_pos; - // Prevent NavActivate reactivating in BeginChild(). + // Prevent NavActivation from explicit Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping. + if (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_FromTabbing) && !(g.NavActivateFlags & ImGuiActivateFlags_FromFocusApi) && (flags & ImGuiInputTextFlags_AllowTabInput)) + g.NavActivateId = 0; + + // Prevent NavActivate reactivating in BeginChild() when we are already active. const ImGuiID backup_activate_id = g.NavActivateId; if (g.ActiveId == id) // Prevent reactivation g.NavActivateId = 0; @@ -4159,11 +4739,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges - bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove); + bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove); g.NavActivateId = backup_activate_id; PopStyleVar(3); PopStyleColor(); - if (!child_visible) + if (!child_visible && !no_clip) { EndChild(); EndGroup(); @@ -4173,38 +4753,76 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. draw_window->DC.CursorPos += style.FramePadding; inner_size.x -= draw_window->ScrollbarSizes.x; + + // FIXME: Could this be a ImGuiChildFlags to affect the SetLastItemDataForWindow() call? + g.LastItemData.ID = id; + g.LastItemData.ItemFlags = item_data_backup.ItemFlags; + g.LastItemData.StatusFlags = item_data_backup.StatusFlags; } else { // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd) ItemSize(total_bb, style.FramePadding.y); - if (!(flags & ImGuiInputTextFlags_MergedItem)) + if (!(flags & ImGuiInputTextFlags_TempInput)) if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) return false; - item_status_flags = g.LastItemData.StatusFlags; } - const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags); + + // Ensure mouse cursor is set even after switching to keyboard/gamepad mode. May generalize further? (#6417) + bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags | ImGuiItemFlags_NoNavDisableMouseHover); if (hovered) - g.MouseCursor = ImGuiMouseCursor_TextInput; + SetMouseCursor(ImGuiMouseCursor_TextInput); + if (hovered && g.NavHighlightItemUnderNav) + hovered = false; // We are only allowed to access the state if we are already the active widget. ImGuiInputTextState* state = GetInputTextState(id); - const bool input_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; - const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateId == id) && ((g.NavActivateFlags & ImGuiActivateFlags_PreferInput) || (g.NavInputSource == ImGuiInputSource_Keyboard))); + if (g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) + flags |= ImGuiInputTextFlags_ReadOnly; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; + const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; + const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; + const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; + if (is_resizable) + IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! + + // Word-wrapping: enforcing a fixed width not altered by vertical scrollbar makes things easier, notably to track cursor reliably and avoid one-frame glitches. + // Instead of using ImGuiWindowFlags_AlwaysVerticalScrollbar we account for that space if the scrollbar is not visible. + const bool is_wordwrap = (flags & ImGuiInputTextFlags_WordWrap) != 0; + float wrap_width = 0.0f; + if (is_wordwrap) + wrap_width = ImMax(1.0f, GetContentRegionAvail().x + (draw_window->ScrollbarY ? 0.0f : -g.Style.ScrollbarSize)); const bool user_clicked = hovered && io.MouseClicked[0]; - const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); - const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + const bool input_requested_by_nav = (g.ActiveId != id) && (g.NavActivateId == id); + const bool input_requested_by_reactivate = (g.InputTextReactivateId == id); // for io.ConfigInputTextEnterKeepActive + const bool input_requested_by_user = (user_clicked) || (g.ActiveId == 0 && (flags & ImGuiInputTextFlags_TempInput)); + const ImGuiID scrollbar_id = (is_multiline && state != NULL) ? GetWindowScrollbarID(draw_window, ImGuiAxis_Y) : 0; + const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == scrollbar_id; + const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == scrollbar_id; bool clear_active_id = false; bool select_all = false; float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; - const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline); // state != NULL means its our state. - const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav || input_requested_by_tabbing); - const bool init_state = (init_make_active || user_scroll_active); - if ((init_state && g.ActiveId != id) || init_changed_specs) + const bool init_reload_from_user_buf = (state != NULL && state->WantReloadUserBuf); + const bool init_changed_specs_multiline = (state != NULL && (state->Stb->single_line != !is_multiline)); // state != NULL means its our state. + const bool init_changed_specs_readonly = (state != NULL && ((state->Flags ^ flags) & ImGuiInputTextFlags_ReadOnly)); // state != NULL means its our state. + const bool init_make_active = (input_requested_by_user || input_requested_by_nav || input_requested_by_reactivate || user_scroll_finish); + if (init_reload_from_user_buf) + { + int new_len = (int)ImStrlen(buf); + IM_ASSERT(new_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?"); + state->WantReloadUserBuf = false; + InputTextReconcileUndoState(state, state->TextA.Data, state->TextLen, buf, new_len); + state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string. + state->TextLen = new_len; + memcpy(state->TextA.Data, buf, state->TextLen + 1); + state->Stb->select_start = state->ReloadSelectionStart; + state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd; // will be clamped to bounds below + } + else if ((init_make_active && g.ActiveId != id) || init_changed_specs_multiline || init_changed_specs_readonly) { // Access state even if we don't own it yet. state = &g.InputTextState; @@ -4213,38 +4831,41 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714) InputTextDeactivateHook(state->ID); - // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) - // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) - const int buf_len = (int)strlen(buf); - state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. - memcpy(state->InitialTextA.Data, buf, buf_len + 1); + // Take a copy of the initial buffer value. + // From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode) + const int buf_len = (int)ImStrlen(buf); + IM_ASSERT(((buf_len + 1 <= buf_size) || (buf_len == 0 && buf_size == 0)) && "Is your input buffer properly zero-terminated?"); + if (!user_scroll_finish) + { + state->TextToRevertTo.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->TextToRevertTo.Data, buf, buf_len + 1); + } // Preserve cursor position and undo/redo stack if we come back to same widget - // FIXME: Since we reworked this on 2022/06, may want to differenciate recycle_cursor vs recycle_undostate? - bool recycle_state = (state->ID == id && !init_changed_specs); - if (recycle_state && (state->CurLenA != buf_len || (state->TextAIsValid && strncmp(state->TextA.Data, buf, buf_len) != 0))) + // FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate? + bool recycle_state = (state->ID == id && !init_changed_specs_multiline); + if (recycle_state && !init_changed_specs_readonly && (state->TextLen != buf_len || (state->TextA.Data == NULL || strncmp(state->TextA.Data, buf, buf_len) != 0))) recycle_state = false; // Start edition - const char* buf_end = NULL; state->ID = id; - state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. - state->TextA.resize(0); - state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) - state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); - state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. + state->TextLen = buf_len; + state->EditedBefore = false; + if (!is_readonly) + { + state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->TextA.Data, buf, state->TextLen + 1); + } - if (recycle_state) - { - // Recycle existing cursor/selection/undo stack but clamp position - // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. - state->CursorClamp(); - } - else - { - state->ScrollX = 0.0f; - stb_textedit_initialize_state(&state->Stb, !is_multiline); - } + // Find initial scroll position for right alignment + state->Scroll = ImVec2(0.0f, 0.0f); + if (flags & ImGuiInputTextFlags_ElideLeft) + state->Scroll.x += ImMax(0.0f, CalcTextSize(buf).x - frame_size.x + style.FramePadding.x * 2.0f); + + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + if (!recycle_state) + stb_textedit_initialize_state(state->Stb, !is_multiline); if (!is_multiline) { @@ -4252,12 +4873,12 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ select_all = true; if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState))) select_all = true; - if (input_requested_by_tabbing || (user_clicked && io.KeyCtrl)) + if (user_clicked && io.KeyCtrl) select_all = true; } if (flags & ImGuiInputTextFlags_AlwaysOverwrite) - state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863) + state->Stb->insert_mode = 1; // stb field name is indeed incorrect (see #2863) } const bool is_osx = io.ConfigMacOSXBehaviors; @@ -4267,34 +4888,55 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); + if (input_requested_by_nav) + SetNavCursorVisibleAfterMove(); } if (g.ActiveId == id) { // Declare some inputs, the other are registered and polled via Shortcut() routing system. + // FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all mods combination into individual shortcuts. + const ImGuiKey always_owned_keys[] = { ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_Delete, ImGuiKey_Backspace, ImGuiKey_Home, ImGuiKey_End }; + for (ImGuiKey key : always_owned_keys) + SetKeyOwner(key, id); if (user_clicked) SetKeyOwner(ImGuiKey_MouseLeft, id); g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) + { g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - SetKeyOwner(ImGuiKey_Home, id); - SetKeyOwner(ImGuiKey_End, id); + SetKeyOwner(ImGuiKey_UpArrow, id); + SetKeyOwner(ImGuiKey_DownArrow, id); + } if (is_multiline) { SetKeyOwner(ImGuiKey_PageUp, id); SetKeyOwner(ImGuiKey_PageDown, id); } + // FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu if (is_osx) SetKeyOwner(ImGuiMod_Alt, id); - if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. - SetShortcutRouting(ImGuiKey_Tab, id); + + // Expose scroll in a manner that is agnostic to us using a child window + if (is_multiline && state != NULL) + state->Scroll.y = draw_window->Scroll.y; + + // Read-only mode always ever read from source buffer. Refresh TextLen when active. + if (is_readonly && state != NULL) + state->TextLen = (int)ImStrlen(buf); + if (state != NULL) + state->CursorClamp(); + //if (is_readonly && state != NULL) + // state->TextA.clear(); // Uncomment to facilitate debugging, but we otherwise prefer to keep/amortize th allocation. } + if (state != NULL) + state->TextSrc = is_readonly ? buf : state->TextA.Data; // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) if (g.ActiveId == id && state == NULL) ClearActiveID(); // Release focus when we click outside - if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 + if (g.ActiveId == id && io.MouseClicked[0] && !init_make_active) //-V560 clear_active_id = true; // Lock the decision of whether we are going to take the path displaying the cursor or selection @@ -4303,54 +4945,41 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ bool value_changed = false; bool validated = false; - // When read-only we always use the live data passed to the function - // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( - if (is_readonly && state != NULL && (render_cursor || render_selection)) - { - const char* buf_end = NULL; - state->TextW.resize(buf_size + 1); - state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); - state->CurLenA = (int)(buf_end - buf); - state->CursorClamp(); - render_selection &= state->HasSelection(); - } - // Select the buffer to render. - const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid; - const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state; + bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); // Password pushes a temporary font with only a fallback glyph if (is_password && !is_displaying_hint) + PushPasswordFont(); + + if (state != NULL && state->ID == id) { - const ImFontGlyph* glyph = g.Font->FindGlyph('*'); - ImFont* password_font = &g.InputTextPasswordFont; - password_font->FontSize = g.Font->FontSize; - password_font->Scale = g.Font->Scale; - password_font->Ascent = g.Font->Ascent; - password_font->Descent = g.Font->Descent; - password_font->ContainerAtlas = g.Font->ContainerAtlas; - password_font->FallbackGlyph = glyph; - password_font->FallbackAdvanceX = glyph->AdvanceX; - IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); - PushFont(password_font); + state->Flags = flags; + + // Word-wrapping: attempt to keep cursor in view while resizing frame/parent (FIXME-WORDWRAP: would be better to preserve same relative offset) + if (is_wordwrap && state->WrapWidth != wrap_width) + { + state->CursorCenterY = true; + state->WrapWidth = wrap_width; + render_cursor = true; + } } // Process mouse inputs and character inputs - int backup_current_text_length = 0; if (g.ActiveId == id) { IM_ASSERT(state != NULL); - backup_current_text_length = state->CurLenA; - state->Edited = false; - state->BufCapacityA = buf_size; - state->Flags = flags; + state->EditedThisFrame = false; + state->BufCapacity = buf_size; + state->WrapWidth = wrap_width; // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. // Down the line we should have a cleaner library-wide concept of Selected vs Active. g.ActiveIdAllowOverlap = !io.MouseDown[0]; // Edit in progress - const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX; + const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->Scroll.x; const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); if (select_all) @@ -4360,34 +4989,36 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift) { - stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + stb_textedit_click(state, state->Stb, mouse_x, mouse_y); const int multiclick_count = (io.MouseClickedCount[0] - 2); if ((multiclick_count % 2) == 0) { // Double-click: Select word - // We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant: + // We always use the "Mac" word advance for double-click select vs Ctrl+Right which use the platform dependent variant: // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS) - const bool is_bol = (state->Stb.cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor - 1) == '\n'; - if (STB_TEXT_HAS_SELECTION(&state->Stb) || !is_bol) + const bool is_bol = (state->Stb->cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor - 1) == '\n'; + if (STB_TEXT_HAS_SELECTION(state->Stb) || !is_bol) state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); - if (!STB_TEXT_HAS_SELECTION(&state->Stb)) - ImStb::stb_textedit_prep_selection_at_cursor(&state->Stb); - state->Stb.cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb.cursor); - state->Stb.select_end = state->Stb.cursor; - ImStb::stb_textedit_clamp(state, &state->Stb); + if (!STB_TEXT_HAS_SELECTION(state->Stb)) + ImStb::stb_textedit_prep_selection_at_cursor(state->Stb); + state->Stb->cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb->cursor); + state->Stb->select_end = state->Stb->cursor; + ImStb::stb_textedit_clamp(state, state->Stb); } else { // Triple-click: Select line - const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor) == '\n'; + const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor) == '\n'; + state->WrapWidth = 0.0f; // Temporarily disable wrapping so we use real line start. state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART); state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT); state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT); + state->WrapWidth = wrap_width; if (!is_eol && is_multiline) { - ImSwap(state->Stb.select_start, state->Stb.select_end); - state->Stb.cursor = state->Stb.select_end; + ImSwap(state->Stb->select_start, state->Stb->select_end); + state->Stb->cursor = state->Stb->select_end; } state->CursorFollow = false; } @@ -4398,15 +5029,15 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (hovered) { if (io.KeyShift) - stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); + stb_textedit_drag(state, state->Stb, mouse_x, mouse_y); else - stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + stb_textedit_click(state, state->Stb, mouse_x, mouse_y); state->CursorAnimReset(); } } else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) { - stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); + stb_textedit_drag(state, state->Stb, mouse_x, mouse_y); state->CursorAnimReset(); state->CursorFollow = true; } @@ -4415,16 +5046,25 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336) // (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes) - if ((flags & ImGuiInputTextFlags_AllowTabInput) && Shortcut(ImGuiKey_Tab, id) && !is_readonly) + if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly) { - unsigned int c = '\t'; // Insert TAB - if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) - state->OnKeyPressed((int)c); + if (Shortcut(ImGuiKey_Tab, ImGuiInputFlags_Repeat, id)) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&g, state, &c, callback, callback_user_data)) + state->OnCharPressed(c); + } + // FIXME: Implement Shift+Tab + /* + if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, ImGuiInputFlags_Repeat, id)) + { + } + */ } // Process regular text input (before we check for Return because using some IME will effectively send a Return?) - // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. - const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); + // We ignore Ctrl inputs, but need to allow Alt+Ctrl as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeyCtrl); if (io.InputQueueCharacters.Size > 0) { if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav) @@ -4434,8 +5074,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ unsigned int c = (unsigned int)io.InputQueueCharacters[n]; if (c == '\t') // Skip Tab, see above. continue; - if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) - state->OnKeyPressed((int)c); + if (InputTextFilterCharacter(&g, state, &c, callback, callback_user_data)) + state->OnCharPressed(c); } // Consume characters @@ -4450,29 +5090,32 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ IM_ASSERT(state != NULL); const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1); - state->Stb.row_count_per_page = row_count_per_page; + state->Stb->row_count_per_page = row_count_per_page; const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl - const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End + const bool is_startend_key_down = is_osx && io.KeyCtrl && !io.KeySuper && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End - // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText) + // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use Ctrl+A and Ctrl+B: former would be handled by InputText) // Otherwise we could simply assume that we own the keys as we are active. const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat; - const bool is_cut = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_X, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, id, f_repeat)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); - const bool is_copy = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_C, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, id)) && !is_password && (!is_multiline || state->HasSelection()); - const bool is_paste = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_V, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, id, f_repeat)) && !is_readonly; - const bool is_undo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Z, id, f_repeat)) && !is_readonly && is_undoable; - const bool is_redo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Y, id, f_repeat) || (is_osx && Shortcut(ImGuiMod_Shortcut | ImGuiMod_Shift | ImGuiKey_Z, id, f_repeat))) && !is_readonly && is_undoable; - const bool is_select_all = Shortcut(ImGuiMod_Shortcut | ImGuiKey_A, id); + const bool is_cut = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_X, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, f_repeat, id)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, 0, id)) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_V, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, f_repeat, id)) && !is_readonly; + const bool is_undo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable; + const bool is_redo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Y, f_repeat, id) || Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable; + const bool is_select_all = Shortcut(ImGuiMod_Ctrl | ImGuiKey_A, 0, id); // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; - const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true); - const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false)); - const bool is_cancel = Shortcut(ImGuiKey_Escape, id, f_repeat) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, id, f_repeat)); + const bool is_enter = Shortcut(ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiKey_KeypadEnter, f_repeat, id); + const bool is_ctrl_enter = Shortcut(ImGuiMod_Ctrl | ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_KeypadEnter, f_repeat, id); + const bool is_shift_enter = Shortcut(ImGuiMod_Shift | ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_KeypadEnter, f_repeat, id); + const bool is_gamepad_validate = nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false); + const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id)); // FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of. + // FIXME-OSX: Missing support for Alt(option)+Right/Left = go to end of line, or next line if already in end of line. if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } @@ -4497,35 +5140,39 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { if (is_wordmove_key_down) state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT); - else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) + else if (is_osx && io.KeyCtrl && !io.KeyAlt && !io.KeySuper) state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT); } state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); } - else if (is_enter_pressed || is_gamepad_validate) + else if (is_enter || is_ctrl_enter || is_shift_enter || is_gamepad_validate) { // Determine if we turn Enter into a \n character bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; - if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) + bool is_new_line = is_multiline && !is_gamepad_validate && (is_shift_enter || (is_enter && !ctrl_enter_for_new_line) || (is_ctrl_enter && ctrl_enter_for_new_line)); + if (!is_new_line) { - validated = true; + validated = clear_active_id = true; if (io.ConfigInputTextEnterKeepActive && !is_multiline) + { + // Queue reactivation, so that e.g. IsItemDeactivatedAfterEdit() will work. (#9001) state->SelectAll(); // No need to scroll - else - clear_active_id = true; + g.InputTextReactivateId = id; // Mark for reactivation on next frame + } } else if (!is_readonly) { - unsigned int c = '\n'; // Insert new line - if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) - state->OnKeyPressed((int)c); + // Insert new line + unsigned int c = '\n'; + if (InputTextFilterCharacter(&g, state, &c, callback, callback_user_data)) + state->OnCharPressed(c); } } else if (is_cancel) { if (flags & ImGuiInputTextFlags_EscapeClearsAll) { - if (buf[0] != 0) + if (state->TextA.Data[0] != 0) { revert_edit = true; } @@ -4554,22 +5201,22 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ else if (is_cut || is_copy) { // Cut, Copy - if (io.SetClipboardTextFn) + if (g.PlatformIO.Platform_SetClipboardTextFn != NULL) { - const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0; - const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; - const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1; - char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char)); - ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie); - SetClipboardText(clipboard_data); - MemFree(clipboard_data); + // SetClipboardText() only takes null terminated strings + state->TextSrc may point to read-only user buffer, so we need to make a copy. + const int ib = state->HasSelection() ? ImMin(state->Stb->select_start, state->Stb->select_end) : 0; + const int ie = state->HasSelection() ? ImMax(state->Stb->select_start, state->Stb->select_end) : state->TextLen; + g.TempBuffer.reserve(ie - ib + 1); + memcpy(g.TempBuffer.Data, state->TextSrc + ib, ie - ib); + g.TempBuffer.Data[ie - ib] = 0; + SetClipboardText(g.TempBuffer.Data); } if (is_cut) { if (!state->HasSelection()) state->SelectAll(); state->CursorFollow = true; - stb_textedit_cut(state, &state->Stb); + stb_textedit_cut(state, state->Stb); } } else if (is_paste) @@ -4577,24 +5224,29 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (const char* clipboard = GetClipboardText()) { // Filter pasted buffer - const int clipboard_len = (int)strlen(clipboard); - ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len + 1) * sizeof(ImWchar)); - int clipboard_filtered_len = 0; + const int clipboard_len = (int)ImStrlen(clipboard); + const char* clipboard_end = clipboard + clipboard_len; + ImVector clipboard_filtered; + clipboard_filtered.reserve(clipboard_len + 1); for (const char* s = clipboard; *s != 0; ) { unsigned int c; - s += ImTextCharFromUtf8(&c, s, NULL); - if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Clipboard)) + int in_len = ImTextCharFromUtf8(&c, s, clipboard_end); + s += in_len; + if (!InputTextFilterCharacter(&g, state, &c, callback, callback_user_data, true)) continue; - clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; + char c_utf8[5]; + ImTextCharToUtf8(c_utf8, c); + int out_len = (int)ImStrlen(c_utf8); + clipboard_filtered.resize(clipboard_filtered.Size + out_len); + memcpy(clipboard_filtered.Data + clipboard_filtered.Size - out_len, c_utf8, out_len); } - clipboard_filtered[clipboard_filtered_len] = 0; - if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation + if (clipboard_filtered.Size > 0) // If everything was filtered, ignore the pasting operation { - stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len); + clipboard_filtered.push_back(0); + stb_textedit_paste(state, state->Stb, clipboard_filtered.Data, clipboard_filtered.Size - 1); state->CursorFollow = true; } - MemFree(clipboard_filtered); } } @@ -4602,7 +5254,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); } - // Process callbacks and apply result back to user's buffer. + // Process revert and user callbacks const char* apply_new_text = NULL; int apply_new_text_length = 0; if (g.ActiveId == id) @@ -4613,142 +5265,118 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (flags & ImGuiInputTextFlags_EscapeClearsAll) { // Clear input - IM_ASSERT(buf[0] != 0); + IM_ASSERT(state->TextA.Data[0] != 0); apply_new_text = ""; apply_new_text_length = 0; value_changed = true; - STB_TEXTEDIT_CHARTYPE empty_string; - stb_textedit_replace(state, &state->Stb, &empty_string, 0); + char empty_string = 0; + stb_textedit_replace(state, state->Stb, &empty_string, 0); } - else if (strcmp(buf, state->InitialTextA.Data) != 0) + else if (strcmp(state->TextA.Data, state->TextToRevertTo.Data) != 0) { + apply_new_text = state->TextToRevertTo.Data; + apply_new_text_length = state->TextToRevertTo.Size - 1; + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. - // Push records into the undo stack so we can CTRL+Z the revert operation itself - apply_new_text = state->InitialTextA.Data; - apply_new_text_length = state->InitialTextA.Size - 1; + // Push records into the undo stack so we can Ctrl+Z the revert operation itself value_changed = true; - ImVector w_text; - if (apply_new_text_length > 0) - { - w_text.resize(ImTextCountCharsFromUtf8(apply_new_text, apply_new_text + apply_new_text_length) + 1); - ImTextStrFromUtf8(w_text.Data, w_text.Size, apply_new_text, apply_new_text + apply_new_text_length); - } - stb_textedit_replace(state, &state->Stb, w_text.Data, (apply_new_text_length > 0) ? (w_text.Size - 1) : 0); + stb_textedit_replace(state, state->Stb, state->TextToRevertTo.Data, state->TextToRevertTo.Size - 1); } } - // Apply ASCII value - if (!is_readonly) + // User callback + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) { - state->TextAIsValid = true; - state->TextA.resize(state->TextW.Size * 4 + 1); - ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); + IM_ASSERT(callback != NULL); + + // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. + ImGuiInputTextFlags event_flag = 0; + ImGuiKey event_key = ImGuiKey_None; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, 0, id)) + { + event_flag = ImGuiInputTextFlags_CallbackCompletion; + event_key = ImGuiKey_Tab; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_UpArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_DownArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->EditedThisFrame) + { + event_flag = ImGuiInputTextFlags_CallbackEdit; + } + else if (flags & ImGuiInputTextFlags_CallbackAlways) + { + event_flag = ImGuiInputTextFlags_CallbackAlways; + } + + if (event_flag) + { + ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; + callback_data.ID = id; + callback_data.Flags = flags; + callback_data.EventFlag = event_flag; + callback_data.EventActivated = (g.ActiveId == state->ID && g.ActiveIdIsJustActivated); + callback_data.UserData = callback_user_data; + + // FIXME-OPT: Undo stack reconcile needs a backup of the data until we rework API, see #7925 + char* callback_buf = is_readonly ? buf : state->TextA.Data; + IM_ASSERT(callback_buf == state->TextSrc); + state->CallbackTextBackup.resize(state->TextLen + 1); + memcpy(state->CallbackTextBackup.Data, callback_buf, state->TextLen + 1); + + callback_data.EventKey = event_key; + callback_data.Buf = callback_buf; + callback_data.BufTextLen = state->TextLen; + callback_data.BufSize = state->BufCapacity; + callback_data.BufDirty = false; + callback_data.CursorPos = state->Stb->cursor; + callback_data.SelectionStart = state->Stb->select_start; + callback_data.SelectionEnd = state->Stb->select_end; + + // Call user code + callback(&callback_data); + + // Read back what user may have modified + callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback + IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields + IM_ASSERT(callback_data.BufSize == state->BufCapacity); + IM_ASSERT(callback_data.Flags == flags); + if (callback_data.BufDirty || callback_data.CursorPos != state->Stb->cursor) + state->CursorFollow = true; + state->Stb->cursor = ImClamp(callback_data.CursorPos, 0, callback_data.BufTextLen); + state->Stb->select_start = ImClamp(callback_data.SelectionStart, 0, callback_data.BufTextLen); + state->Stb->select_end = ImClamp(callback_data.SelectionEnd, 0, callback_data.BufTextLen); + if (callback_data.BufDirty) + { + // Callback may update buffer and thus set buf_dirty even in read-only mode. + IM_ASSERT(callback_data.BufTextLen == (int)ImStrlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + InputTextReconcileUndoState(state, state->CallbackTextBackup.Data, state->CallbackTextBackup.Size - 1, callback_data.Buf, callback_data.BufTextLen); + state->TextLen = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->CursorAnimReset(); + } + } } - // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer - // before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. - // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. - // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage - // (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object - // unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). - const bool apply_edit_back_to_user_buffer = !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); - if (apply_edit_back_to_user_buffer) + // Will copy result string if modified. + // FIXME-OPT: Could mark dirty state from the stb_textedit callbacks + if (!is_readonly && strcmp(state->TextSrc, buf) != 0) { - // Apply new value immediately - copy modified buffer back - // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer - // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. - // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. - - // User callback - if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) - { - IM_ASSERT(callback != NULL); - - // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. - ImGuiInputTextFlags event_flag = 0; - ImGuiKey event_key = ImGuiKey_None; - if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, id)) - { - event_flag = ImGuiInputTextFlags_CallbackCompletion; - event_key = ImGuiKey_Tab; - } - else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow)) - { - event_flag = ImGuiInputTextFlags_CallbackHistory; - event_key = ImGuiKey_UpArrow; - } - else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow)) - { - event_flag = ImGuiInputTextFlags_CallbackHistory; - event_key = ImGuiKey_DownArrow; - } - else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited) - { - event_flag = ImGuiInputTextFlags_CallbackEdit; - } - else if (flags & ImGuiInputTextFlags_CallbackAlways) - { - event_flag = ImGuiInputTextFlags_CallbackAlways; - } - - if (event_flag) - { - ImGuiInputTextCallbackData callback_data; - callback_data.Ctx = &g; - callback_data.EventFlag = event_flag; - callback_data.Flags = flags; - callback_data.UserData = callback_user_data; - - char* callback_buf = is_readonly ? buf : state->TextA.Data; - callback_data.EventKey = event_key; - callback_data.Buf = callback_buf; - callback_data.BufTextLen = state->CurLenA; - callback_data.BufSize = state->BufCapacityA; - callback_data.BufDirty = false; - - // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) - ImWchar* text = state->TextW.Data; - const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor); - const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start); - const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end); - - // Call user code - callback(&callback_data); - - // Read back what user may have modified - callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback - IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields - IM_ASSERT(callback_data.BufSize == state->BufCapacityA); - IM_ASSERT(callback_data.Flags == flags); - const bool buf_dirty = callback_data.BufDirty; - if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; } - if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb.select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb.cursor : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } - if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb.select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb.select_start : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } - if (buf_dirty) - { - IM_ASSERT((flags & ImGuiInputTextFlags_ReadOnly) == 0); - IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! - InputTextReconcileUndoStateAfterUserCallback(state, callback_data.Buf, callback_data.BufTextLen); // FIXME: Move the rest of this block inside function and rename to InputTextReconcileStateAfterUserCallback() ? - if (callback_data.BufTextLen > backup_current_text_length && is_resizable) - state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); // Worse case scenario resize - state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); - state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() - state->CursorAnimReset(); - } - } - } - - // Will copy result string if modified - if (!is_readonly && strcmp(state->TextA.Data, buf) != 0) - { - apply_new_text = state->TextA.Data; - apply_new_text_length = state->CurLenA; - value_changed = true; - } + apply_new_text = state->TextSrc; + apply_new_text_length = state->TextLen; + value_changed = true; } } // Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details) + // This is used when e.g. losing focus or tabbing out into another InputText() which may already be using the temp buffer. if (g.InputTextDeactivatedState.ID == id) { if (g.ActiveId != id && IsItemDeactivatedAfterEdit() && !is_readonly && strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0) @@ -4761,19 +5389,23 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ g.InputTextDeactivatedState.ID = 0; } - // Copy result to user buffer. This can currently only happen when (g.ActiveId == id) + // Write back result to user buffer. This can currently only happen when (g.ActiveId == id) or when just deactivated. + // - As soon as the InputText() is active, our stored in-widget value gets priority over any underlying modification of the user buffer. + // - Make sure we always reapply the live buffer back to the input/user buffer before clearing ActiveId, even thought strictly speaking + // it was not modified on this frame. This allows the user to use InputText() without maintaining any user-side storage. + // (PS: if you use this property together with ImGuiInputTextFlags_CallbackResize, you are at the risk of recreating a temporary + // allocated/string object every frame. Which in the grand scheme of scheme is nothing, but isn't dear imgui vibe). if (apply_new_text != NULL) { - // We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size - // of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used - // without any storage on user's side. IM_ASSERT(apply_new_text_length >= 0); if (is_resizable) { ImGuiInputTextCallbackData callback_data; callback_data.Ctx = &g; - callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.ID = id; callback_data.Flags = flags; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.EventActivated = (state != NULL && g.ActiveId == state->ID && g.ActiveIdIsJustActivated); callback_data.Buf = buf; callback_data.BufTextLen = apply_new_text_length; callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); @@ -4794,19 +5426,18 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Otherwise request text input ahead for next frame. if (g.ActiveId == id && clear_active_id) ClearActiveID(); - else if (g.ActiveId == id) - g.WantTextInputNextFrame = 1; // Render frame if (!is_multiline) { - RenderNavHighlight(frame_bb, id); + RenderNavCursor(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); } - const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; - ImVec2 text_size(0.0f, 0.0f); + ImRect clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size + if (is_multiline) + clip_rect.ClipWith(draw_window->ClipRect); // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. @@ -4814,20 +5445,64 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ const int buf_display_max_length = 2 * 1024 * 1024; const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 const char* buf_display_end = NULL; // We have specialized paths below for setting the length + + // Display hint when contents is empty + // At this point we need to handle the possibility that a callback could have modified the underlying buffer (#8368) + const bool new_is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + if (new_is_displaying_hint != is_displaying_hint) + { + if (is_password && !is_displaying_hint) + PopPasswordFont(); + is_displaying_hint = new_is_displaying_hint; + if (is_password && !is_displaying_hint) + PushPasswordFont(); + } if (is_displaying_hint) { buf_display = hint; - buf_display_end = hint + strlen(hint); + buf_display_end = hint + ImStrlen(hint); + } + else + { + if (render_cursor || render_selection || g.ActiveId == id) + buf_display_end = buf_display + state->TextLen; //-V595 + else if (is_multiline && !is_wordwrap) + buf_display_end = NULL; // Inactive multi-line: end of buffer will be output by InputTextLineIndexBuild() special strchr() path. + else + buf_display_end = buf_display + ImStrlen(buf_display); } + // Calculate visibility + int line_visible_n0 = 0, line_visible_n1 = 1; + if (is_multiline) + CalcClipRectVisibleItemsY(clip_rect, draw_pos, g.FontSize, &line_visible_n0, &line_visible_n1); + + // Build line index for easy data access (makes code below simpler and faster) + ImGuiTextIndex* line_index = &g.InputTextLineIndex; + line_index->Offsets.resize(0); + int line_count = 1; + if (is_multiline) + { + // If scrolling is expected to change build full index. + // FIXME-OPT: Could append to index when new value of line_visible_n1 becomes bigger, see second call to CalcClipRectVisibleItemsY() below. + bool will_scroll_y = state && ((state->CursorFollow && render_cursor) || (state->CursorCenterY && (render_cursor || render_selection))); + line_count = InputTextLineIndexBuild(flags, line_index, buf_display, buf_display_end, wrap_width, will_scroll_y ? INT_MAX : line_visible_n1 + 1, buf_display_end ? NULL : &buf_display_end); + } + line_index->EndOffset = (int)(buf_display_end - buf_display); + line_visible_n1 = ImMin(line_visible_n1, line_count); + + // Store text height (we don't need width) + float text_size_y = line_count * g.FontSize; + //GetForegroundDrawList()->AddRect(draw_pos + ImVec2(0, line_visible_n0 * g.FontSize), draw_pos + ImVec2(frame_size.x, line_visible_n1 * g.FontSize), IM_COL32(255, 0, 0, 255)); + + // Calculate blinking cursor position + const ImVec2 cursor_offset = render_cursor && state ? InputTextLineIndexGetPosOffset(g, state, line_index, buf_display, buf_display_end, state->Stb->cursor) : ImVec2(0.0f, 0.0f); + ImVec2 draw_scroll; + // Render text. We currently only render selection when the widget is active or while scrolling. - // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. + const ImU32 text_col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); if (render_cursor || render_selection) { - IM_ASSERT(state != NULL); - if (!is_displaying_hint) - buf_display_end = buf_display + state->CurLenA; - // Render text (with cursor and selection) // This is going to be messy. We need to: // - Display the text (this alone can be more easily clipped) @@ -4835,60 +5510,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // - Measure text height (for scrollbar) // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. - const ImWchar* text_begin = state->TextW.Data; - ImVec2 cursor_offset, select_start_offset; - - { - // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions. - const ImWchar* searches_input_ptr[2] = { NULL, NULL }; - int searches_result_line_no[2] = { -1000, -1000 }; - int searches_remaining = 0; - if (render_cursor) - { - searches_input_ptr[0] = text_begin + state->Stb.cursor; - searches_result_line_no[0] = -1; - searches_remaining++; - } - if (render_selection) - { - searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); - searches_result_line_no[1] = -1; - searches_remaining++; - } - - // Iterate all lines to find our line numbers - // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter. - searches_remaining += is_multiline ? 1 : 0; - int line_count = 0; - //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bit - for (const ImWchar* s = text_begin; *s != 0; s++) - if (*s == '\n') - { - line_count++; - if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; } - if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; } - } - line_count++; - if (searches_result_line_no[0] == -1) - searches_result_line_no[0] = line_count; - if (searches_result_line_no[1] == -1) - searches_result_line_no[1] = line_count; - - // Calculate 2d position by finding the beginning of the line and measuring distance - cursor_offset.x = InputTextCalcTextSizeW(&g, ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; - cursor_offset.y = searches_result_line_no[0] * g.FontSize; - if (searches_result_line_no[1] >= 0) - { - select_start_offset.x = InputTextCalcTextSizeW(&g, ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; - select_start_offset.y = searches_result_line_no[1] * g.FontSize; - } - - // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) - if (is_multiline) - text_size = ImVec2(inner_size.x, line_count * g.FontSize); - } + IM_ASSERT(state != NULL); + state->LineCount = line_count; // Scroll + float new_scroll_y = scroll_y; if (render_cursor && state->CursorFollow) { // Horizontal scroll in chunks of quarter width @@ -4896,14 +5522,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { const float scroll_increment_x = inner_size.x * 0.25f; const float visible_width = inner_size.x - style.FramePadding.x; - if (cursor_offset.x < state->ScrollX) - state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); - else if (cursor_offset.x - visible_width >= state->ScrollX) - state->ScrollX = IM_FLOOR(cursor_offset.x - visible_width + scroll_increment_x); + if (cursor_offset.x < state->Scroll.x) + state->Scroll.x = IM_TRUNC(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); + else if (cursor_offset.x - visible_width >= state->Scroll.x) + state->Scroll.x = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x); } else { - state->ScrollX = 0.0f; + state->Scroll.x = 0.0f; } // Vertical scroll @@ -4911,120 +5537,131 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { // Test if cursor is vertically visible if (cursor_offset.y - g.FontSize < scroll_y) - scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); + new_scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y) - scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f; - const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f); - scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y); - draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag - draw_window->Scroll.y = scroll_y; + new_scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f; } - state->CursorFollow = false; } + if (state->CursorCenterY) + { + if (is_multiline) + new_scroll_y = cursor_offset.y - g.FontSize - (inner_size.y * 0.5f - style.FramePadding.y); + state->CursorCenterY = false; + render_cursor = false; + } + if (new_scroll_y != scroll_y) + { + const float scroll_max_y = ImMax((text_size_y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f); + scroll_y = ImClamp(new_scroll_y, 0.0f, scroll_max_y); + draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + draw_window->Scroll.y = scroll_y; + CalcClipRectVisibleItemsY(clip_rect, draw_pos, g.FontSize, &line_visible_n0, &line_visible_n1); + line_visible_n1 = ImMin(line_visible_n1, line_count); + } // Draw selection - const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f); + draw_scroll.x = state->Scroll.x; if (render_selection) { - const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); - const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end); + const ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. + const float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME-DPI: those offsets should be part of the style? they don't play so well with multi-line selection. + const float bg_offy_dn = is_multiline ? 0.0f : 2.0f; + const float bg_eol_width = IM_TRUNC(g.FontBaked->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines - ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. - float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. - float bg_offy_dn = is_multiline ? 0.0f : 2.0f; - ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; - for (const ImWchar* p = text_selected_begin; p < text_selected_end; ) + const char* text_selected_begin = buf_display + ImMin(state->Stb->select_start, state->Stb->select_end); + const char* text_selected_end = buf_display + ImMax(state->Stb->select_start, state->Stb->select_end); + for (int line_n = line_visible_n0; line_n < line_visible_n1; line_n++) { - if (rect_pos.y > clip_rect.w + g.FontSize) - break; - if (rect_pos.y < clip_rect.y) - { - //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bit - //p = p ? p + 1 : text_selected_end; - while (p < text_selected_end) - if (*p++ == '\n') - break; - } - else - { - ImVec2 rect_size = InputTextCalcTextSizeW(&g, p, text_selected_end, &p, NULL, true); - if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines - ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); - rect.ClipWith(clip_rect); - if (rect.Overlaps(clip_rect)) - draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); - } - rect_pos.x = draw_pos.x - draw_scroll.x; - rect_pos.y += g.FontSize; - } - } + const char* p = line_index->get_line_begin(buf_display, line_n); + const char* p_eol = line_index->get_line_end(buf_display, line_n); + const bool p_eol_is_wrap = (p_eol < buf_display_end && *p_eol != '\n'); + if (p_eol_is_wrap) + p_eol++; + const char* line_selected_begin = (text_selected_begin > p) ? text_selected_begin : p; + const char* line_selected_end = (text_selected_end < p_eol) ? text_selected_end : p_eol; - // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. - if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) - { - ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); - draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); - } + float rect_width = 0.0f; + if (line_selected_begin < line_selected_end) + rect_width += CalcTextSize(line_selected_begin, line_selected_end).x; + if (text_selected_begin <= p_eol && text_selected_end > p_eol && !p_eol_is_wrap) + rect_width += bg_eol_width; // So we can see selected empty lines + if (rect_width == 0.0f) + continue; - // Draw blinking cursor - if (render_cursor) - { - state->CursorAnim += io.DeltaTime; - bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; - ImVec2 cursor_screen_pos = ImFloor(draw_pos + cursor_offset - draw_scroll); - ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); - if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) - draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); - - // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) - if (!is_readonly) - { - g.PlatformImeData.WantVisible = true; - g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); - g.PlatformImeData.InputLineHeight = g.FontSize; - g.PlatformImeViewport = window->Viewport->ID; + ImRect rect; + rect.Min.x = draw_pos.x - draw_scroll.x + CalcTextSize(p, line_selected_begin).x; + rect.Min.y = draw_pos.y - draw_scroll.y + line_n * g.FontSize; + rect.Max.x = rect.Min.x + rect_width; + rect.Max.y = rect.Min.y + bg_offy_dn + g.FontSize; + rect.Min.y += bg_offy_up; + rect.ClipWith(clip_rect); + draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); } } } - else - { - // Render text only (no selection, no cursor) - if (is_multiline) - text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width - else if (!is_displaying_hint && g.ActiveId == id) - buf_display_end = buf_display + state->CurLenA; - else if (!is_displaying_hint) - buf_display_end = buf_display + strlen(buf_display); - if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + // Find render position for right alignment (single-line only) + if (g.ActiveId != id && (flags & ImGuiInputTextFlags_ElideLeft) && !render_cursor && !render_selection) + draw_pos.x = ImMin(draw_pos.x, frame_bb.Max.x - CalcTextSize(buf_display, NULL).x - style.FramePadding.x); + //draw_scroll.x = state->Scroll.x; // Preserve scroll when inactive? + + // Render text + if ((is_multiline || (buf_display_end - buf_display) < buf_display_max_length) && (text_col & IM_COL32_A_MASK) && (line_visible_n0 < line_visible_n1)) + g.Font->RenderText(draw_window->DrawList, g.FontSize, + draw_pos - draw_scroll + ImVec2(0.0f, line_visible_n0 * g.FontSize), + text_col, clip_rect.AsVec4(), + line_index->get_line_begin(buf_display, line_visible_n0), + line_index->get_line_end(buf_display, line_visible_n1 - 1), + wrap_width, ImDrawTextFlags_WrapKeepBlanks | ImDrawTextFlags_CpuFineClip); + + // Render blinking cursor + if (render_cursor) + { + state->CursorAnim += io.DeltaTime; + bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; + ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll); + ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); + if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) + draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_InputTextCursor), 1.0f * (float)(int)style._MainScale); // FIXME-DPI: Cursor thickness (#7031) + + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + // This is required for some backends (SDL3) to start emitting character/text inputs. + // As per #6341, make sure we don't set that on the deactivating frame. + if (!is_readonly && g.ActiveId == id) { - ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); - draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + ImGuiPlatformImeData* ime_data = &g.PlatformImeData; // (this is a public struct, passed to io.Platform_SetImeDataFn() handler) + ime_data->WantVisible = true; + ime_data->WantTextInput = true; + ime_data->InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + ime_data->InputLineHeight = g.FontSize; + ime_data->ViewportId = window->Viewport->ID; } } if (is_password && !is_displaying_hint) - PopFont(); + PopPasswordFont(); if (is_multiline) { - // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (ref issue #4761)... - Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y)); - g.NextItemData.ItemFlags |= ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop; + // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (see #4761, #7870)... + Dummy(ImVec2(0.0f, text_size_y + style.FramePadding.y)); + g.NextItemData.ItemFlags |= (ImGuiItemFlags)ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop; EndChild(); item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow); // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active... // FIXME: This quite messy/tricky, should attempt to get rid of the child window. EndGroup(); - if (g.LastItemData.ID == 0) + if (g.LastItemData.ID == 0 || g.LastItemData.ID != GetWindowScrollbarID(draw_window, ImGuiAxis_Y)) { g.LastItemData.ID = id; - g.LastItemData.InFlags = item_data_backup.InFlags; + g.LastItemData.ItemFlags = item_data_backup.ItemFlags; g.LastItemData.StatusFlags = item_data_backup.StatusFlags; } } + if (state && is_readonly) + state->TextSrc = NULL; // Log as text if (g.LogEnabled && (!is_password || is_displaying_hint)) @@ -5036,7 +5673,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (label_size.x > 0) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) + if (value_changed) MarkItemEdited(id); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); @@ -5050,27 +5687,30 @@ void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state) { #ifndef IMGUI_DISABLE_DEBUG_TOOLS ImGuiContext& g = *GImGui; - ImStb::STB_TexteditState* stb_state = &state->Stb; + ImStb::STB_TexteditState* stb_state = state->Stb; ImStb::StbUndoState* undo_state = &stb_state->undostate; Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId); DebugLocateItemOnHover(state->ID); - Text("CurLenW: %d, CurLenA: %d, Cursor: %d, Selection: %d..%d", state->CurLenW, state->CurLenA, stb_state->cursor, stb_state->select_start, stb_state->select_end); + Text("TextLen: %d, Cursor: %d%s, Selection: %d..%d", state->TextLen, stb_state->cursor, + (state->Flags & ImGuiInputTextFlags_WordWrap) ? (state->LastMoveDirectionLR == ImGuiDir_Left ? " (L)" : " (R)") : "", + stb_state->select_start, stb_state->select_end); + Text("BufCapacity: %d, LineCount: %d", state->BufCapacity, state->LineCount); + Text("(Internal Buffer: TextA Size: %d, Capacity: %d)", state->TextA.Size, state->TextA.Capacity); Text("has_preferred_x: %d (%.2f)", stb_state->has_preferred_x, stb_state->preferred_x); Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point); - if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 15), true)) // Visualize undo state + if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 10), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) // Visualize undo state { PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); - for (int n = 0; n < STB_TEXTEDIT_UNDOSTATECOUNT; n++) + for (int n = 0; n < IMSTB_TEXTEDIT_UNDOSTATECOUNT; n++) { ImStb::StbUndoRecord* undo_rec = &undo_state->undo_rec[n]; const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' '; if (undo_rec_type == ' ') BeginDisabled(); - char buf[64] = ""; - if (undo_rec_type != ' ' && undo_rec->char_storage != -1) - ImTextStrToUtf8(buf, IM_ARRAYSIZE(buf), undo_state->undo_char + undo_rec->char_storage, undo_state->undo_char + undo_rec->char_storage + undo_rec->insert_length); - Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%s\"", - undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf); + const int buf_preview_len = (undo_rec_type != ' ' && undo_rec->char_storage != -1) ? undo_rec->insert_length : 0; + const char* buf_preview_str = undo_state->undo_char + undo_rec->char_storage; + Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%.*s\"", + undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf_preview_len, buf_preview_str); if (undo_rec_type == ' ') EndDisabled(); } @@ -5132,7 +5772,7 @@ static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V) // Edit colors components (each component in 0.0f..1.0f range). // See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. -// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. +// With typical options: Left-click on color square to open color picker. Right-click to open option menu. Ctrl+Click over input fields to edit them and TAB to go to next item. bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) { ImGuiWindow* window = GetCurrentWindow(); @@ -5142,10 +5782,8 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const float square_sz = GetFrameHeight(); - const float w_full = CalcItemWidth(); - const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); - const float w_inputs = w_full - w_button; const char* label_display_end = FindRenderedTextEnd(label); + float w_full = CalcItemWidth(); g.NextItemData.ClearFlags(); BeginGroup(); @@ -5179,6 +5817,9 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; const int components = alpha ? 4 : 3; + const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); + const float w_inputs = ImMax(w_full - w_button, 1.0f); + w_full = w_inputs + w_button; // Convert to the formats we need float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; @@ -5202,10 +5843,11 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) { // RGB/HSV 0..255 Sliders - const float w_item_one = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); - const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); + const float w_items = w_inputs - style.ItemInnerSpacing.x * (components - 1); + const float w_per_component = IM_TRUNC(w_items / components); + const bool draw_color_marker = (flags & (ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_NoColorMarkers)) == 0; - const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); + const bool hide_prefix = draw_color_marker || (w_per_component <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; static const char* fmt_table_int[3][4] = { @@ -5220,22 +5862,28 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA }; const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; + const ImGuiSliderFlags drag_flags = draw_color_marker ? ImGuiSliderFlags_ColorMarkers : ImGuiSliderFlags_None; + float prev_split = 0.0f; for (int n = 0; n < components; n++) { if (n > 0) SameLine(0, style.ItemInnerSpacing.x); - SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last); + float next_split = IM_TRUNC(w_items * (n + 1) / components); + SetNextItemWidth(ImMax(next_split - prev_split, 1.0f)); + prev_split = next_split; + if (draw_color_marker) + SetNextItemColorMarker(GDefaultRgbaColorMarkers[n]); // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0. if (flags & ImGuiColorEditFlags_Float) { - value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n], drag_flags); value_changed_as_float |= value_changed; } else { - value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n], drag_flags); } if (!(flags & ImGuiColorEditFlags_NoOptions)) OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); @@ -5246,11 +5894,11 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // RGB Hexadecimal Input char buf[64]; if (alpha) - ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255)); + ImFormatString(buf, IM_COUNTOF(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255)); else - ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255)); + ImFormatString(buf, IM_COUNTOF(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255)); SetNextItemWidth(w_inputs); - if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase)) + if (InputText("##Text", buf, IM_COUNTOF(buf), ImGuiInputTextFlags_CharsUppercase)) { value_changed = true; char* p = buf; @@ -5348,7 +5996,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // Drag and Drop Target // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. - if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) { bool accepted_drag_drop = false; if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) @@ -5413,6 +6061,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ImGuiIO& io = g.IO; const float width = CalcItemWidth(); + const bool is_readonly = ((g.NextItemData.ItemFlags | g.CurrentItemFlags) & ImGuiItemFlags_ReadOnly) != 0; g.NextItemData.ClearFlags(); PushID(label); @@ -5447,7 +6096,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; - float bars_triangles_half_sz = IM_FLOOR(bars_width * 0.20f); + float bars_triangles_half_sz = IM_TRUNC(bars_width * 0.20f); float backup_initial_col[4]; memcpy(backup_initial_col, col, components * sizeof(float)); @@ -5483,7 +6132,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { // Hue wheel + SV triangle logic InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); - if (IsItemActive()) + if (IsItemActive() && !is_readonly) { ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; ImVec2 current_off = g.IO.MousePos - wheel_center; @@ -5518,7 +6167,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { // SV rectangle logic InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); - if (IsItemActive()) + if (IsItemActive() && !is_readonly) { S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1)); V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); @@ -5531,7 +6180,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl // Hue bar logic SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); - if (IsItemActive()) + if (IsItemActive() && !is_readonly) { H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); value_changed = value_changed_h = true; @@ -5575,7 +6224,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl if ((flags & ImGuiColorEditFlags_NoLabel)) Text("Current"); - ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaMask_ | ImGuiColorEditFlags_NoTooltip; ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); if (ref_col != NULL) { @@ -5615,7 +6264,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl if ((flags & ImGuiColorEditFlags_NoInputs) == 0) { PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); - ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaMask_ | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoSmallPreview; ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) @@ -5737,7 +6386,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl } // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) - float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f; + float sv_cursor_rad = value_changed_sv ? wheel_thickness * 0.55f : wheel_thickness * 0.40f; int sv_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(sv_cursor_rad); // Lock segment count so the +1 one matches others. draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments); draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments); @@ -5791,8 +6440,8 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held); - if (flags & ImGuiColorEditFlags_NoAlpha) - flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf); + if (flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque)) + flags &= ~(ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf); ImVec4 col_rgb = col; if (flags & ImGuiColorEditFlags_InputHSV) @@ -5811,25 +6460,28 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) { float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); - RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight); + if ((flags & ImGuiColorEditFlags_AlphaNoBg) == 0) + RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight); + else + window->DrawList->AddRectFilled(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), rounding, ImDrawFlags_RoundCornersRight); window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft); } else { // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha - ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha; - if (col_source.w < 1.0f) + ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaOpaque) ? col_rgb_without_alpha : col_rgb; + if (col_source.w < 1.0f && (flags & ImGuiColorEditFlags_AlphaNoBg) == 0) RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); else window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding); } - RenderNavHighlight(bb, id); + RenderNavCursor(bb, id); if ((flags & ImGuiColorEditFlags_NoBorder) == 0) { if (g.Style.FrameBorderSize > 0.0f) RenderFrameBorder(bb.Min, bb.Max, rounding); else - window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding, 0, 1.0f * (float)(int)g.Style._MainScale); // Color buttons are often in need of some sort of border // FIXME-DPI } // Drag and Drop Source @@ -5848,12 +6500,13 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl // Tooltip if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered && IsItemHovered(ImGuiHoveredFlags_ForTooltip)) - ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_AlphaMask_)); return pressed; } // Initialize/override default color options +// FIXME: Could be moved to a simple IO field. void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) { ImGuiContext& g = *GImGui; @@ -5889,7 +6542,8 @@ void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); - ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); + ImGuiColorEditFlags flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_AlphaMask_; + ColorButton("##preview", cf, (flags & flags_to_forward) | ImGuiColorEditFlags_NoTooltip, sz); SameLine(); if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_)) { @@ -5914,8 +6568,9 @@ void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_); if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) return; + ImGuiContext& g = *GImGui; - g.LockMarkEdited++; + PushItemFlag(ImGuiItemFlags_NoMarkEdited, true); ImGuiColorEditFlags opts = g.ColorEditOptions; if (allow_opt_inputs) { @@ -5938,18 +6593,18 @@ void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) { int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); char buf[64]; - ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + ImFormatString(buf, IM_COUNTOF(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); if (Selectable(buf)) SetClipboardText(buf); - ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); + ImFormatString(buf, IM_COUNTOF(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); if (Selectable(buf)) SetClipboardText(buf); - ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb); + ImFormatString(buf, IM_COUNTOF(buf), "#%02X%02X%02X", cr, cg, cb); if (Selectable(buf)) SetClipboardText(buf); if (!(flags & ImGuiColorEditFlags_NoAlpha)) { - ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca); + ImFormatString(buf, IM_COUNTOF(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca); if (Selectable(buf)) SetClipboardText(buf); } @@ -5957,8 +6612,8 @@ void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) } g.ColorEditOptions = opts; + PopItemFlag(); EndPopup(); - g.LockMarkEdited--; } void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) @@ -5967,8 +6622,9 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) return; + ImGuiContext& g = *GImGui; - g.LockMarkEdited++; + PushItemFlag(ImGuiItemFlags_NoMarkEdited, true); if (allow_opt_picker) { ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function @@ -5997,8 +6653,8 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl if (allow_opt_picker) Separator(); CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); } + PopItemFlag(); EndPopup(); - g.LockMarkEdited--; } //------------------------------------------------------------------------- @@ -6008,6 +6664,7 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl // - TreeNodeV() // - TreeNodeEx() // - TreeNodeExV() +// - TreeNodeStoreStackData() [Internal] // - TreeNodeBehavior() [Internal] // - TreePush() // - TreePop() @@ -6039,7 +6696,8 @@ bool ImGui::TreeNode(const char* label) ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - return TreeNodeBehavior(window->GetID(label), 0, label, NULL); + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, ImGuiTreeNodeFlags_None, label, NULL); } bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args) @@ -6057,8 +6715,8 @@ bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags) ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - - return TreeNodeBehavior(window->GetID(label), flags, label, NULL); + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, flags, label, NULL); } bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) @@ -6085,9 +6743,10 @@ bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char if (window->SkipItems) return false; + ImGuiID id = window->GetID(str_id); const char* label, *label_end; ImFormatStringToTempBufferV(&label, &label_end, fmt, args); - return TreeNodeBehavior(window->GetID(str_id), flags, label, label_end); + return TreeNodeBehavior(id, flags, label, label_end); } bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) @@ -6096,44 +6755,55 @@ bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char if (window->SkipItems) return false; + ImGuiID id = window->GetID(ptr_id); const char* label, *label_end; ImFormatStringToTempBufferV(&label, &label_end, fmt, args); - return TreeNodeBehavior(window->GetID(ptr_id), flags, label, label_end); + return TreeNodeBehavior(id, flags, label, label_end); } -void ImGui::TreeNodeSetOpen(ImGuiID id, bool open) +// The reason those two functions are not yet in public API is because I would like to design a more feature-full and generic API for this. +// They are otherwise function (cc: #3823, #9251, #7553, #6754, #5423, #2958, #2079, #1947, #1131, #722) +bool ImGui::TreeNodeGetOpen(ImGuiID storage_id) { ImGuiContext& g = *GImGui; ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; - storage->SetInt(id, open ? 1 : 0); + return storage->GetInt(storage_id, 0) != 0; } -bool ImGui::TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags) +void ImGui::TreeNodeSetOpen(ImGuiID storage_id, bool is_open) { + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + storage->SetInt(storage_id, is_open ? 1 : 0); +} + +bool ImGui::TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags) +{ + // Leaf node always open a new tree/id scope. If you never use it, add ImGuiTreeNodeFlags_NoTreePushOnOpen. if (flags & ImGuiTreeNodeFlags_Leaf) return true; - // We only write to the tree storage if the user clicks (or explicitly use the SetNextItemOpen function) + // We only write to the tree storage if the user clicks, or explicitly use the SetNextItemOpen function ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiStorage* storage = window->DC.StateStorage; bool is_open; - if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasOpen) + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasOpen) { if (g.NextItemData.OpenCond & ImGuiCond_Always) { is_open = g.NextItemData.OpenVal; - TreeNodeSetOpen(id, is_open); + TreeNodeSetOpen(storage_id, is_open); } else { // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. - const int stored_value = storage->GetInt(id, -1); + const int stored_value = storage->GetInt(storage_id, -1); if (stored_value == -1) { is_open = g.NextItemData.OpenVal; - TreeNodeSetOpen(id, is_open); + TreeNodeSetOpen(storage_id, is_open); } else { @@ -6143,7 +6813,7 @@ bool ImGui::TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags) } else { - is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; + is_open = storage->GetInt(storage_id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; } // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). @@ -6154,6 +6824,30 @@ bool ImGui::TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags) return is_open; } +// Store ImGuiTreeNodeStackData for just submitted node. +// Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase. +static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags, float x1) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.TreeNodeStack.resize(g.TreeNodeStack.Size + 1); + ImGuiTreeNodeStackData* tree_node_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1]; + tree_node_data->ID = g.LastItemData.ID; + tree_node_data->TreeFlags = flags; + tree_node_data->ItemFlags = g.LastItemData.ItemFlags; + tree_node_data->NavRect = g.LastItemData.NavRect; + + // Initially I tried to latch value for GetColorU32(ImGuiCol_TreeLines) but it's not a good trade-off for very large trees. + const bool draw_lines = (flags & (ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes)) != 0; + tree_node_data->DrawLinesX1 = draw_lines ? (x1 + g.FontSize * 0.5f + g.Style.FramePadding.x) : +FLT_MAX; + tree_node_data->DrawLinesTableColumn = (draw_lines && g.CurrentTable) ? (ImGuiTableColumnIdx)g.CurrentTable->CurrentColumn : -1; + tree_node_data->DrawLinesToNodesY2 = -FLT_MAX; + window->DC.TreeHasStackDataDepthMask |= (1 << window->DC.TreeDepth); + if (flags & ImGuiTreeNodeFlags_DrawLinesToNodes) + window->DC.TreeRecordsClippedNodesY2Mask |= (1 << window->DC.TreeDepth); +} + bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) { ImGuiWindow* window = GetCurrentWindow(); @@ -6162,72 +6856,109 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; + + // When not framed, we vertically increase height up to typical framed widget height const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; - const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); + const bool use_frame_padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)); + const ImVec2 padding = use_frame_padding ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); if (!label_end) label_end = FindRenderedTextEnd(label); const ImVec2 label_size = CalcTextSize(label, label_end, false); - // We vertically grow up to current line height up the typical widget height. - const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2); + const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing + const float text_offset_y = use_frame_padding ? ImMax(style.FramePadding.y, window->DC.CurrLineTextBaseOffset) : window->DC.CurrLineTextBaseOffset; // Latch before ItemSize changes it + const float text_width = g.FontSize + label_size.x + padding.x * 2; // Include collapsing arrow + + const float frame_height = label_size.y + padding.y * 2; + const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL); + const bool span_all_columns_label = (flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) != 0 && (g.CurrentTable != NULL); ImRect frame_bb; - frame_bb.Min.x = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; - frame_bb.Min.y = window->DC.CursorPos.y; - frame_bb.Max.x = window->WorkRect.Max.x; - frame_bb.Max.y = window->DC.CursorPos.y + frame_height; + frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; + frame_bb.Min.y = window->DC.CursorPos.y + (text_offset_y - padding.y); + frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : (flags & ImGuiTreeNodeFlags_SpanLabelWidth) ? window->DC.CursorPos.x + text_width + padding.x : window->WorkRect.Max.x; + frame_bb.Max.y = window->DC.CursorPos.y + (text_offset_y - padding.y) + frame_height; if (display_frame) { - // Framed header expand a little outside the default padding, to the edge of InnerClipRect - // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f) - frame_bb.Min.x -= IM_FLOOR(window->WindowPadding.x * 0.5f - 1.0f); - frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f); + const float outer_extend = IM_TRUNC(window->WindowPadding.x * 0.5f); // Framed header expand a little outside of current limits + frame_bb.Min.x -= outer_extend; + frame_bb.Max.x += outer_extend; } - const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapser arrow width + Spacing - const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it - const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f); // Include collapser ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); ItemSize(ImVec2(text_width, frame_height), padding.y); // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing ImRect interact_bb = frame_bb; - if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0) - interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f; + if ((flags & (ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanLabelWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0) + interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0f ? style.ItemSpacing.x * 2.0f : 0.0f); // Compute open and multi-select states before ItemAdd() as it clear NextItem data. - bool is_open = TreeNodeUpdateNextOpen(id, flags); - bool item_add = ItemAdd(interact_bb, id); + ImGuiID storage_id = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasStorageID) ? g.NextItemData.StorageId : id; + bool is_open = TreeNodeUpdateNextOpen(storage_id, flags); + + bool is_visible; + if (span_all_columns || span_all_columns_label) + { + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + is_visible = ItemAdd(interact_bb, id); + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; + } + else + { + is_visible = ItemAdd(interact_bb, id); + } g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; g.LastItemData.DisplayRect = frame_bb; - // If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsBackHere enabled: + // If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsToParent enabled: // Store data for the current depth to allow returning to this node from any child item. // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). - // It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default or move it to ImGuiStyle. - // Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase. - if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) - { - g.NavTreeNodeStack.resize(g.NavTreeNodeStack.Size + 1); - ImGuiNavTreeNodeData* nav_tree_node_data = &g.NavTreeNodeStack.back(); - nav_tree_node_data->ID = id; - nav_tree_node_data->InFlags = g.LastItemData.InFlags; - nav_tree_node_data->NavRect = g.LastItemData.NavRect; - window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); - } + // It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsToParent by default or move it to ImGuiStyle. + bool store_tree_node_stack_data = false; + if ((flags & ImGuiTreeNodeFlags_DrawLinesMask_) == 0) + flags |= g.Style.TreeLinesFlags; + const bool draw_tree_lines = (flags & (ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes)) && (frame_bb.Min.y < window->ClipRect.Max.y) && (g.Style.TreeLinesSize > 0.0f); + if (!(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + { + store_tree_node_stack_data = draw_tree_lines; + if ((flags & ImGuiTreeNodeFlags_NavLeftJumpsToParent) && !g.NavIdIsAlive) + if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + store_tree_node_stack_data = true; + } const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; - if (!item_add) + if (!is_visible) { + if ((flags & ImGuiTreeNodeFlags_DrawLinesToNodes) && (window->DC.TreeRecordsClippedNodesY2Mask & (1 << (window->DC.TreeDepth - 1)))) + { + ImGuiTreeNodeStackData* parent_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1]; + parent_data->DrawLinesToNodesY2 = ImMax(parent_data->DrawLinesToNodesY2, window->DC.CursorPos.y); // Don't need to aim to mid Y position as we are clipped anyway. + if (frame_bb.Min.y >= window->ClipRect.Max.y) + window->DC.TreeRecordsClippedNodesY2Mask &= ~(1 << (window->DC.TreeDepth - 1)); // Done + } + if (is_open && store_tree_node_stack_data) + TreeNodeStoreStackData(flags, text_pos.x - text_offset_x); // Call before TreePushOverrideID() if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) TreePushOverrideID(id); IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } + if (span_all_columns || span_all_columns_label) + { + TablePushBackgroundChannel(); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; + g.LastItemData.ClipRect = window->ClipRect; + } + ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None; - if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap)) + if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap)) button_flags |= ImGuiButtonFlags_AllowOverlap; if (!is_leaf) button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; @@ -6238,8 +6969,10 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x; const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x; const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2); - if (window != g.HoveredWindow || !is_mouse_x_over_arrow) - button_flags |= ImGuiButtonFlags_NoKeyModifiers; + + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (is_multi_select) // We absolutely need to distinguish open vs select so _OpenOnArrow comes by default + flags |= (flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 ? ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick : ImGuiTreeNodeFlags_OpenOnArrow; // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. @@ -6256,10 +6989,26 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; else button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + if (flags & ImGuiTreeNodeFlags_NoNavFocus) + button_flags |= ImGuiButtonFlags_NoNavFocus; bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; const bool was_selected = selected; + // Multi-selection support (header) + if (is_multi_select) + { + // Handle multi-select + alter button flags for it + MultiSelectItemHeader(id, &selected, &button_flags); + if (is_mouse_x_over_arrow) + button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease; + } + else + { + if (window != g.HoveredWindow || !is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_NoKeyModsAllowed; + } + bool hovered, held; bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); bool toggled = false; @@ -6267,18 +7016,20 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l { if (pressed && g.DragDropHoldJustPressedId != id) { - if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id)) - toggled = true; + if ((flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 || (g.NavActivateId == id && !is_multi_select)) + toggled = true; // Single click if (flags & ImGuiTreeNodeFlags_OpenOnArrow) - toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job + toggled |= is_mouse_x_over_arrow && !g.NavHighlightItemUnderNav; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2) - toggled = true; + toggled = true; // Double click } else if (pressed && g.DragDropHoldJustPressedId == id) { IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold); if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. toggled = true; + else + pressed = false; // Cancel press so it doesn't trigger selection. } if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open) @@ -6297,59 +7048,145 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l if (toggled) { is_open = !is_open; - window->DC.StateStorage->SetInt(id, is_open); + window->DC.StateStorage->SetInt(storage_id, is_open); g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen; } } - // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger. - if (selected != was_selected) //-V547 + // Multi-selection support (footer) + if (is_multi_select) + { + bool pressed_copy = pressed && !toggled; + MultiSelectItemFooter(id, &selected, &pressed_copy); + if (pressed) + SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, interact_bb); + } + + if (selected != was_selected) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render - const ImU32 text_col = GetColorU32(ImGuiCol_Text); - ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; - if (display_frame) { - // Framed type - const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); - RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); - RenderNavHighlight(frame_bb, id, nav_highlight_flags); - if (flags & ImGuiTreeNodeFlags_Bullet) - RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); - else if (!is_leaf) - RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 1.0f); - else // Leaf without bullet, left-adjusted text - text_pos.x -= text_offset_x -padding.x; - if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) - frame_bb.Max.x -= g.FontSize + style.FramePadding.x; + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact; + if (is_multi_select) + nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle + if (display_frame) + { + // Framed type + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); + RenderNavCursor(frame_bb, id, nav_render_cursor_flags); + if (span_all_columns && !span_all_columns_label) + TablePopBackgroundChannel(); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 1.0f); + else // Leaf without bullet, left-adjusted text + text_pos.x -= text_offset_x - padding.x; + if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) + frame_bb.Max.x -= g.FontSize + style.FramePadding.x; + if (g.LogEnabled) + LogSetNextTextDecoration("###", "###"); + } + else + { + // Unframed typed for tree nodes + if (hovered || selected) + { + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); + } + RenderNavCursor(frame_bb, id, nav_render_cursor_flags); + if (span_all_columns && !span_all_columns_label) + TablePopBackgroundChannel(); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f); + if (g.LogEnabled) + LogSetNextTextDecoration(">", NULL); + } - if (g.LogEnabled) - LogSetNextTextDecoration("###", "###"); - RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + if (draw_tree_lines) + TreeNodeDrawLineToChildNode(ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.5f)); + + // Label + if (display_frame) + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + else + RenderText(text_pos, label, label_end, false); + + if (span_all_columns_label) + TablePopBackgroundChannel(); + } + + if (is_open && store_tree_node_stack_data) + TreeNodeStoreStackData(flags, text_pos.x - text_offset_x); // Call before TreePushOverrideID() + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); // Could use TreePush(label) but this avoid computing twice + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; +} + +// Draw horizontal line from our parent node +// This is only called for visible child nodes so we are not too fussy anymore about performances +void ImGui::TreeNodeDrawLineToChildNode(const ImVec2& target_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.TreeDepth == 0 || (window->DC.TreeHasStackDataDepthMask & (1 << (window->DC.TreeDepth - 1))) == 0) + return; + + ImGuiTreeNodeStackData* parent_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1]; + float x1 = ImTrunc(parent_data->DrawLinesX1); + float x2 = ImTrunc(target_pos.x - g.Style.ItemInnerSpacing.x); + float y = ImTrunc(target_pos.y); + float rounding = (g.Style.TreeLinesRounding > 0.0f) ? ImMin(x2 - x1, g.Style.TreeLinesRounding) : 0.0f; + parent_data->DrawLinesToNodesY2 = ImMax(parent_data->DrawLinesToNodesY2, y - rounding); + if (x1 >= x2) + return; + if (rounding > 0.0f) + { + x1 += 0.5f + rounding; + window->DrawList->PathArcToFast(ImVec2(x1, y - rounding), rounding, 6, 3); + if (x1 < x2) + window->DrawList->PathLineTo(ImVec2(x2, y)); + window->DrawList->PathStroke(GetColorU32(ImGuiCol_TreeLines), ImDrawFlags_None, g.Style.TreeLinesSize); } else { - // Unframed typed for tree nodes - if (hovered || selected) - { - const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); - RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); - } - RenderNavHighlight(frame_bb, id, nav_highlight_flags); - if (flags & ImGuiTreeNodeFlags_Bullet) - RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); - else if (!is_leaf) - RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f); - if (g.LogEnabled) - LogSetNextTextDecoration(">", NULL); - RenderText(text_pos, label, label_end, false); + window->DrawList->AddLine(ImVec2(x1, y), ImVec2(x2, y), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize); } +} - if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - TreePushOverrideID(id); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); - return is_open; +// Draw vertical line of the hierarchy +void ImGui::TreeNodeDrawLineToTreePop(const ImGuiTreeNodeStackData* data) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float y1 = ImMax(data->NavRect.Max.y, window->ClipRect.Min.y); + float y2 = data->DrawLinesToNodesY2; + if (data->TreeFlags & ImGuiTreeNodeFlags_DrawLinesFull) + { + float y2_full = window->DC.CursorPos.y; + if (g.CurrentTable) + y2_full = ImMax(g.CurrentTable->RowPosY2, y2_full); + y2_full = ImTrunc(y2_full - g.Style.ItemSpacing.y - g.FontSize * 0.5f); + if (y2 + (g.Style.ItemSpacing.y + g.Style.TreeLinesRounding) < y2_full) // FIXME: threshold to use ToNodes Y2 instead of Full Y2 when close by ItemSpacing.y + y2 = y2_full; + } + y2 = ImMin(y2, window->ClipRect.Max.y); + if (y2 <= y1) + return; + float x = ImTrunc(data->DrawLinesX1); + if (data->DrawLinesTableColumn != -1) + TablePushColumnChannel(data->DrawLinesTableColumn); + window->DrawList->AddLine(ImVec2(x, y1), ImVec2(x, y2), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize); + if (data->DrawLinesTableColumn != -1) + TablePopColumnChannel(); } void ImGui::TreePush(const char* str_id) @@ -6386,16 +7223,24 @@ void ImGui::TreePop() window->DC.TreeDepth--; ImU32 tree_depth_mask = (1 << window->DC.TreeDepth); - // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) - if (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask) // Only set during request + if (window->DC.TreeHasStackDataDepthMask & tree_depth_mask) { - ImGuiNavTreeNodeData* nav_tree_node_data = &g.NavTreeNodeStack.back(); - IM_ASSERT(nav_tree_node_data->ID == window->IDStack.back()); - if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) - NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, nav_tree_node_data); - g.NavTreeNodeStack.pop_back(); + const ImGuiTreeNodeStackData* data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1]; + IM_ASSERT(data->ID == window->IDStack.back()); + + // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsToParent is enabled) + if (data->TreeFlags & ImGuiTreeNodeFlags_NavLeftJumpsToParent) + if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, data); + + // Draw hierarchy lines + if (data->DrawLinesX1 != +FLT_MAX && window->DC.CursorPos.y >= window->ClipRect.Min.y) + TreeNodeDrawLineToTreePop(data); + + g.TreeNodeStack.pop_back(); + window->DC.TreeHasStackDataDepthMask &= ~tree_depth_mask; + window->DC.TreeRecordsClippedNodesY2Mask &= ~tree_depth_mask; } - window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1; IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. PopID(); @@ -6414,9 +7259,19 @@ void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) ImGuiContext& g = *GImGui; if (g.CurrentWindow->SkipItems) return; - g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasOpen; g.NextItemData.OpenVal = is_open; - g.NextItemData.OpenCond = cond ? cond : ImGuiCond_Always; + g.NextItemData.OpenCond = (ImU8)(cond ? cond : ImGuiCond_Always); +} + +// Set next TreeNode/CollapsingHeader storage id. +void ImGui::SetNextItemStorageID(ImGuiID storage_id) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasStorageID; + g.NextItemData.StorageId = storage_id; } // CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). @@ -6426,8 +7281,8 @@ bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - - return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label); + ImGuiID id = window->GetID(label); + return TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader, label); } // p_visible == NULL : regular collapsing header @@ -6446,7 +7301,7 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFl ImGuiID id = window->GetID(label); flags |= ImGuiTreeNodeFlags_CollapsingHeader; if (p_visible) - flags |= ImGuiTreeNodeFlags_AllowOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton; + flags |= ImGuiTreeNodeFlags_AllowOverlap | (ImGuiTreeNodeFlags)ImGuiTreeNodeFlags_ClipLabelForTrailingButton; bool is_open = TreeNodeBehavior(id, flags, label); if (p_visible != NULL) { @@ -6502,18 +7357,15 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth)) size.x = ImMax(label_size.x, max_x - min_x); - // Text stays at the submission position, but bounding box may be extended on both sides - const ImVec2 text_min = pos; - const ImVec2 text_max(min_x + size.x, pos.y + size.y); - // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. - ImRect bb(min_x, pos.y, text_max.x, text_max.y); + // FIXME: Not part of layout so not included in clipper calculation, but ItemSize currently doesn't allow offsetting CursorPos. + ImRect bb(min_x, pos.y, min_x + size.x, pos.y + size.y); if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0) { const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x; const float spacing_y = style.ItemSpacing.y; - const float spacing_L = IM_FLOOR(spacing_x * 0.50f); - const float spacing_U = IM_FLOOR(spacing_y * 0.50f); + const float spacing_L = IM_TRUNC(spacing_x * 0.50f); + const float spacing_U = IM_TRUNC(spacing_y * 0.50f); bb.Min.x -= spacing_L; bb.Min.y -= spacing_U; bb.Max.x += (spacing_x - spacing_L); @@ -6521,25 +7373,29 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl } //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } - // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackground for every Selectable.. - const float backup_clip_rect_min_x = window->ClipRect.Min.x; - const float backup_clip_rect_max_x = window->ClipRect.Max.x; + const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; + const ImGuiItemFlags extra_item_flags = disabled_item ? (ImGuiItemFlags)ImGuiItemFlags_Disabled : ImGuiItemFlags_None; + bool is_visible; if (span_all_columns) { + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; window->ClipRect.Min.x = window->ParentWorkRect.Min.x; window->ClipRect.Max.x = window->ParentWorkRect.Max.x; - } - - const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; - const bool item_add = ItemAdd(bb, id, NULL, disabled_item ? ImGuiItemFlags_Disabled : ImGuiItemFlags_None); - if (span_all_columns) - { + is_visible = ItemAdd(bb, id, NULL, extra_item_flags); window->ClipRect.Min.x = backup_clip_rect_min_x; window->ClipRect.Max.x = backup_clip_rect_max_x; } + else + { + is_visible = ItemAdd(bb, id, NULL, extra_item_flags); + } - if (!item_add) - return false; + const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0; + if (!is_visible) + if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(bb)) // Extra layer of "no logic clip" for box-select support (would be more overhead to add to ItemAdd) + return false; const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; if (disabled_item && !disabled_global) // Only testing this as an optimization @@ -6547,10 +7403,15 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only, // which would be advantageous since most selectable are not selected. - if (span_all_columns && window->DC.CurrentColumns) - PushColumnsBackground(); - else if (span_all_columns && g.CurrentTable) - TablePushBackgroundChannel(); + if (span_all_columns) + { + if (g.CurrentTable) + TablePushBackgroundChannel(); + else if (window->DC.CurrentColumns) + PushColumnsBackground(); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; + g.LastItemData.ClipRect = window->ClipRect; + } // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries ImGuiButtonFlags button_flags = 0; @@ -6559,62 +7420,96 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } - if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; } + if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; } + // Multi-selection support (header) const bool was_selected = selected; + if (is_multi_select) + { + // Handle multi-select + alter button flags for it + MultiSelectItemHeader(id, &selected, &button_flags); + } + bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + bool auto_selected = false; - // Auto-select when moved into - // - This will be more fully fleshed in the range-select branch - // - This is not exposed as it won't nicely work with some user side handling of shift/control - // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons - // - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope()) - // - (2) usage will fail with clipped items - // The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API. - if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId) - if (g.NavJustMovedToId == id) - selected = pressed = true; + // Multi-selection support (footer) + if (is_multi_select) + { + MultiSelectItemFooter(id, &selected, &pressed); + } + else + { + // Auto-select when moved into + // - This will be more fully fleshed in the range-select branch + // - This is not exposed as it won't nicely work with some user side handling of shift/control + // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons + // - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope()) + // - (2) usage will fail with clipped items + // The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API. + if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId) + if (g.NavJustMovedToId == id && (g.NavJustMovedToKeyMods & ImGuiMod_Ctrl) == 0) + selected = pressed = auto_selected = true; + } - // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with keyboard/gamepad if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) { - if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) + if (!g.NavHighlightItemUnderNav && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) { SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect) - g.NavDisableHighlight = true; + if (g.IO.ConfigNavCursorVisibleAuto) + g.NavCursorVisible = false; } } if (pressed) MarkItemEdited(id); - // In this branch, Selectable() cannot toggle the selection so this will never trigger. - if (selected != was_selected) //-V547 + if (selected != was_selected) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render - if (hovered || selected) + if (is_visible) { - const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); - RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + const bool highlighted = hovered || (flags & ImGuiSelectableFlags_Highlight); + if (highlighted || selected) + { + // Between 1.91.0 and 1.91.4 we made selected Selectable use an arbitrary lerp between _Header and _HeaderHovered. Removed that now. (#8106) + ImU32 col = GetColorU32((held && highlighted) ? ImGuiCol_HeaderActive : highlighted ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + } + if (g.NavId == id) + { + ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding; + if (is_multi_select) + nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle + RenderNavCursor(bb, id, nav_render_cursor_flags); + } } - if (g.NavId == id) - RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); - if (span_all_columns && window->DC.CurrentColumns) - PopColumnsBackground(); - else if (span_all_columns && g.CurrentTable) - TablePopBackgroundChannel(); + if (span_all_columns) + { + if (g.CurrentTable) + TablePopBackgroundChannel(); + else if (window->DC.CurrentColumns) + PopColumnsBackground(); + } - RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb); + // Text stays at the submission position. Alignment/clipping extents ignore SpanAllColumns. + if (is_visible) + RenderTextClipped(pos, ImVec2(ImMin(pos.x + size.x, window->WorkRect.Max.x), pos.y + size.y), label, NULL, &label_size, style.SelectableTextAlign, &bb); // Automatically close popups - if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(g.LastItemData.InFlags & ImGuiItemFlags_SelectableDontClosePopup)) + if (pressed && !auto_selected && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_NoAutoClosePopups) && (g.LastItemData.ItemFlags & ImGuiItemFlags_AutoClosePopups)) CloseCurrentPopup(); if (disabled_item && !disabled_global) EndDisabled(); + // Selectable() always returns a pressed state! + // Users of BeginMultiSelect()/EndMultiSelect() scope: you may call ImGui::IsItemToggledSelection() to retrieve + // selection toggle, only useful if you need that state updated (e.g. for rendering purpose) before reaching EndMultiSelect(). IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); return pressed; //-V1020 } @@ -6665,8 +7560,8 @@ ImGuiTypingSelectRequest* ImGui::GetTypingSelectRequest(ImGuiTypingSelectFlags f } // Append to buffer - const int buffer_max_len = IM_ARRAYSIZE(data->SearchBuffer) - 1; - int buffer_len = (int)strlen(data->SearchBuffer); + const int buffer_max_len = IM_COUNTOF(data->SearchBuffer) - 1; + int buffer_len = (int)ImStrlen(data->SearchBuffer); bool select_request = false; for (ImWchar w : g.IO.InputQueueCharacters) { @@ -6692,7 +7587,7 @@ ImGuiTypingSelectRequest* ImGui::GetTypingSelectRequest(ImGuiTypingSelectFlags f g.IO.InputQueueCharacters.resize(0); // Handle backspace - if ((flags & ImGuiTypingSelectFlags_AllowBackspace) && IsKeyPressed(ImGuiKey_Backspace, 0, ImGuiInputFlags_Repeat)) + if ((flags & ImGuiTypingSelectFlags_AllowBackspace) && IsKeyPressed(ImGuiKey_Backspace, ImGuiInputFlags_Repeat)) { char* p = (char*)(void*)ImTextFindPreviousUtf8Codepoint(data->SearchBuffer, data->SearchBuffer + buffer_len); *p = 0; @@ -6750,7 +7645,7 @@ static int ImStrimatchlen(const char* s1, const char* s1_end, const char* s2) // When SingleCharMode is set: // - it is better to NOT display a tooltip of other on-screen display indicator. // - the index of the currently focused item is required. -// if your SetNextItemSelectionData() values are indices, you can obtain it from ImGuiMultiSelectIO::NavIdItem, otherwise from g.NavLastValidSelectionUserData. +// if your SetNextItemSelectionUserData() values are indices, you can obtain it from ImGuiMultiSelectIO::NavIdItem, otherwise from g.NavLastValidSelectionUserData. int ImGui::TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx) { if (req == NULL || req->SelectRequest == false) // Support NULL parameter so both calls can be done from same spot. @@ -6761,7 +7656,7 @@ int ImGui::TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, else idx = TypingSelectFindBestLeadingMatch(req, items_count, get_item_name_func, user_data); if (idx != -1) - NavRestoreHighlightAfterMove(); + SetNavCursorVisibleAfterMove(); return idx; } @@ -6820,20 +7715,942 @@ void ImGui::DebugNodeTypingSelectState(ImGuiTypingSelectState* data) #endif } +//------------------------------------------------------------------------- +// [SECTION] Widgets: Box-Select support +// This has been extracted away from Multi-Select logic in the hope that it could eventually be used elsewhere, but hasn't been yet. +//------------------------------------------------------------------------- +// Extra logic in MultiSelectItemFooter() and ImGuiListClipper::Step() +//------------------------------------------------------------------------- +// - BoxSelectPreStartDrag() [Internal] +// - BoxSelectActivateDrag() [Internal] +// - BoxSelectDeactivateDrag() [Internal] +// - BoxSelectScrollWithMouseDrag() [Internal] +// - BeginBoxSelect() [Internal] +// - EndBoxSelect() [Internal] +//------------------------------------------------------------------------- + +// Call on the initial click. +static void BoxSelectPreStartDrag(ImGuiID id, ImGuiSelectionUserData clicked_item) +{ + ImGuiContext& g = *GImGui; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + bs->ID = id; + bs->IsStarting = true; // Consider starting box-select. + bs->IsStartedFromVoid = (clicked_item == ImGuiSelectionUserData_Invalid); + bs->IsStartedSetNavIdOnce = bs->IsStartedFromVoid; + bs->KeyMods = g.IO.KeyMods; + bs->StartPosRel = bs->EndPosRel = ImGui::WindowPosAbsToRel(g.CurrentWindow, g.IO.MousePos); + bs->ScrollAccum = ImVec2(0.0f, 0.0f); +} + +static void BoxSelectActivateDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Activate\n", bs->ID); + bs->IsActive = true; + bs->Window = window; + bs->IsStarting = false; + ImGui::SetActiveID(bs->ID, window); + ImGui::SetActiveIdUsingAllKeyboardKeys(); + if (bs->IsStartedFromVoid && (bs->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0) + bs->RequestClear = true; +} + +static void BoxSelectDeactivateDrag(ImGuiBoxSelectState* bs) +{ + ImGuiContext& g = *GImGui; + bs->IsActive = bs->IsStarting = false; + if (g.ActiveId == bs->ID) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Deactivate\n", bs->ID); + ImGui::ClearActiveID(); + } + bs->ID = 0; +} + +static void BoxSelectScrollWithMouseDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window, const ImRect& inner_r) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(bs->Window == window); + for (int n = 0; n < 2; n++) // each axis + { + const float mouse_pos = g.IO.MousePos[n]; + const float dist = (mouse_pos > inner_r.Max[n]) ? mouse_pos - inner_r.Max[n] : (mouse_pos < inner_r.Min[n]) ? mouse_pos - inner_r.Min[n] : 0.0f; + const float scroll_curr = window->Scroll[n]; + if (dist == 0.0f || (dist < 0.0f && scroll_curr < 0.0f) || (dist > 0.0f && scroll_curr >= window->ScrollMax[n])) + continue; + + const float speed_multiplier = ImLinearRemapClamp(g.FontSize, g.FontSize * 5.0f, 1.0f, 4.0f, ImAbs(dist)); // x1 to x4 depending on distance + const float scroll_step = g.FontSize * 35.0f * speed_multiplier * ImSign(dist) * g.IO.DeltaTime; + bs->ScrollAccum[n] += scroll_step; + + // Accumulate into a stored value so we can handle high-framerate + const float scroll_step_i = ImFloor(bs->ScrollAccum[n]); + if (scroll_step_i == 0.0f) + continue; + if (n == 0) + ImGui::SetScrollX(window, scroll_curr + scroll_step_i); + else + ImGui::SetScrollY(window, scroll_curr + scroll_step_i); + bs->ScrollAccum[n] -= scroll_step_i; + } +} + +bool ImGui::BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + KeepAliveID(box_select_id); + if (bs->ID != box_select_id) + return false; + + // IsStarting is set by MultiSelectItemFooter() when considering a possible box-select. We validate it here and lock geometry. + bs->UnclipMode = false; + bs->RequestClear = false; + if (bs->IsStarting && IsMouseDragPastThreshold(0)) + BoxSelectActivateDrag(bs, window); + else if ((bs->IsStarting || bs->IsActive) && g.IO.MouseDown[0] == false) + BoxSelectDeactivateDrag(bs); + if (!bs->IsActive) + return false; + + // Current frame absolute prev/current rectangles are used to toggle selection. + // They are derived from positions relative to scrolling space. + ImVec2 start_pos_abs = WindowPosRelToAbs(window, bs->StartPosRel); + ImVec2 prev_end_pos_abs = WindowPosRelToAbs(window, bs->EndPosRel); // Clamped already + ImVec2 curr_end_pos_abs = g.IO.MousePos; + if (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) // Box-select scrolling only happens with ScopeWindow + curr_end_pos_abs = ImClamp(curr_end_pos_abs, scope_rect.Min, scope_rect.Max); + bs->BoxSelectRectPrev.Min = ImMin(start_pos_abs, prev_end_pos_abs); + bs->BoxSelectRectPrev.Max = ImMax(start_pos_abs, prev_end_pos_abs); + bs->BoxSelectRectCurr.Min = ImMin(start_pos_abs, curr_end_pos_abs); + bs->BoxSelectRectCurr.Max = ImMax(start_pos_abs, curr_end_pos_abs); + + // Box-select 2D mode detects horizontal changes (vertical ones are already picked by Clipper) + // Storing an extra rect used by widgets supporting box-select. + if (ms_flags & ImGuiMultiSelectFlags_BoxSelect2d) + if (bs->BoxSelectRectPrev.Min.x != bs->BoxSelectRectCurr.Min.x || bs->BoxSelectRectPrev.Max.x != bs->BoxSelectRectCurr.Max.x) + { + bs->UnclipMode = true; + bs->UnclipRect = bs->BoxSelectRectPrev; // FIXME-OPT: UnclipRect x coordinates could be intersection of Prev and Curr rect on X axis. + bs->UnclipRect.Add(bs->BoxSelectRectCurr); + } + + //GetForegroundDrawList()->AddRect(bs->UnclipRect.Min, bs->UnclipRect.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f); + //GetForegroundDrawList()->AddRect(bs->BoxSelectRectPrev.Min, bs->BoxSelectRectPrev.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f); + //GetForegroundDrawList()->AddRect(bs->BoxSelectRectCurr.Min, bs->BoxSelectRectCurr.Max, IM_COL32(0,255,0,200), 0.0f, 0, 1.0f); + return true; +} + +void ImGui::EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiBoxSelectState* bs = &g.BoxSelectState; + IM_ASSERT(bs->IsActive); + bs->UnclipMode = false; + + // Render selection rectangle + bs->EndPosRel = WindowPosAbsToRel(window, ImClamp(g.IO.MousePos, scope_rect.Min, scope_rect.Max)); // Clamp stored position according to current scrolling view + ImRect box_select_r = bs->BoxSelectRectCurr; + box_select_r.ClipWith(scope_rect); + window->DrawList->AddRectFilled(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_SeparatorHovered, 0.30f)); // FIXME-MULTISELECT: Styling + window->DrawList->AddRect(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_NavCursor)); // FIXME-MULTISELECT FIXME-DPI: Styling + + // Scroll + const bool enable_scroll = (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) && (ms_flags & ImGuiMultiSelectFlags_BoxSelectNoScroll) == 0; + if (enable_scroll) + { + ImRect scroll_r = scope_rect; + scroll_r.Expand(-g.FontSize); + //GetForegroundDrawList()->AddRect(scroll_r.Min, scroll_r.Max, IM_COL32(0, 255, 0, 255)); + if (!scroll_r.Contains(g.IO.MousePos)) + BoxSelectScrollWithMouseDrag(bs, window, scroll_r); + } +} //------------------------------------------------------------------------- // [SECTION] Widgets: Multi-Select support //------------------------------------------------------------------------- +// - DebugLogMultiSelectRequests() [Internal] +// - CalcScopeRect() [Internal] +// - BeginMultiSelect() +// - EndMultiSelect() +// - SetNextItemSelectionUserData() +// - MultiSelectItemHeader() [Internal] +// - MultiSelectItemFooter() [Internal] +// - DebugNodeMultiSelectState() [Internal] +//------------------------------------------------------------------------- + +static void DebugLogMultiSelectRequests(const char* function, const ImGuiMultiSelectIO* io) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(function); + for (const ImGuiSelectionRequest& req : io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetAll %d (= %s)\n", function, req.Selected, req.Selected ? "SelectAll" : "Clear"); + if (req.Type == ImGuiSelectionRequestType_SetRange) IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetRange %" IM_PRId64 "..%" IM_PRId64 " (0x%" IM_PRIX64 "..0x%" IM_PRIX64 ") = %d (dir %d)\n", function, req.RangeFirstItem, req.RangeLastItem, req.RangeFirstItem, req.RangeLastItem, req.Selected, req.RangeDirection); + } +} + +static ImRect CalcScopeRect(ImGuiMultiSelectTempData* ms, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect) + { + // Warning: this depends on CursorMaxPos so it means to be called by EndMultiSelect() only + return ImRect(ms->ScopeRectMin, ImMax(window->DC.CursorMaxPos, ms->ScopeRectMin)); + } + else + { + // When a table, pull HostClipRect, which allows us to predict ClipRect before first row/layout is performed. (#7970) + ImRect scope_rect = window->InnerClipRect; + if (g.CurrentTable != NULL) + scope_rect = g.CurrentTable->HostClipRect; + + // Add inner table decoration (#7821) // FIXME: Why not baking in InnerClipRect? + scope_rect.Min = ImMin(scope_rect.Min + ImVec2(window->DecoInnerSizeX1, window->DecoInnerSizeY1), scope_rect.Max); + return scope_rect; + } +} + +// Return ImGuiMultiSelectIO structure. +// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect(). +// Passing 'selection_size' and 'items_count' parameters is currently optional. +// - 'selection_size' is useful to disable some shortcut routing: e.g. ImGuiMultiSelectFlags_ClearOnEscape won't claim Escape key when selection_size 0, +// allowing a first press to clear selection THEN the second press to leave child window and return to parent. +// - 'items_count' is stored in ImGuiMultiSelectIO which makes it a convenient way to pass the information to your ApplyRequest() handler (but you may pass it differently). +// - If they are costly for you to compute (e.g. external intrusive selection without maintaining size), you may avoid them and pass -1. +// - If you can easily tell if your selection is empty or not, you may pass 0/1, or you may enable ImGuiMultiSelectFlags_ClearOnEscape flag dynamically. +ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size, int items_count) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (++g.MultiSelectTempDataStacked > g.MultiSelectTempData.Size) + g.MultiSelectTempData.resize(g.MultiSelectTempDataStacked, ImGuiMultiSelectTempData()); + ImGuiMultiSelectTempData* ms = &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1]; + IM_STATIC_ASSERT(offsetof(ImGuiMultiSelectTempData, IO) == 0); // Clear() relies on that. + g.CurrentMultiSelect = ms; + if ((flags & (ImGuiMultiSelectFlags_ScopeWindow | ImGuiMultiSelectFlags_ScopeRect)) == 0) + flags |= ImGuiMultiSelectFlags_ScopeWindow; + if (flags & ImGuiMultiSelectFlags_SingleSelect) + flags &= ~(ImGuiMultiSelectFlags_BoxSelect2d | ImGuiMultiSelectFlags_BoxSelect1d); + if (flags & ImGuiMultiSelectFlags_BoxSelect2d) + flags &= ~ImGuiMultiSelectFlags_BoxSelect1d; + + // FIXME: Workaround to the fact we override CursorMaxPos, meaning size measurement are lost. (#8250) + // They should perhaps be stacked properly? + if (ImGuiTable* table = g.CurrentTable) + if (table->CurrentColumn != -1) + TableEndCell(table); // This is currently safe to call multiple time. If that properly is lost we can extract the "save measurement" part of it. + + // FIXME: BeginFocusScope() + const ImGuiID id = window->IDStack.back(); + ms->Clear(); + ms->FocusScopeId = id; + ms->Flags = flags; + ms->IsFocused = (ms->FocusScopeId == g.NavFocusScopeId); + ms->BackupCursorMaxPos = window->DC.CursorMaxPos; + ms->ScopeRectMin = window->DC.CursorMaxPos = window->DC.CursorPos; + PushFocusScope(ms->FocusScopeId); + if (flags & ImGuiMultiSelectFlags_ScopeWindow) // Mark parent child window as navigable into, with highlight. Assume user will always submit interactive items. + window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; + + // Use copy of keyboard mods at the time of the request, otherwise we would requires mods to be held for an extra frame. + ms->KeyMods = g.NavJustMovedToId ? (g.NavJustMovedToIsTabbing ? 0 : g.NavJustMovedToKeyMods) : g.IO.KeyMods; + if (flags & ImGuiMultiSelectFlags_NoRangeSelect) + ms->KeyMods &= ~ImGuiMod_Shift; + + // Bind storage + ImGuiMultiSelectState* storage = g.MultiSelectStorage.GetOrAddByKey(id); + storage->ID = id; + storage->LastFrameActive = g.FrameCount; + storage->LastSelectionSize = selection_size; + storage->Window = window; + ms->Storage = storage; + + // Output to user + ms->IO.Requests.resize(0); + ms->IO.RangeSrcItem = storage->RangeSrcItem; + ms->IO.NavIdItem = storage->NavIdItem; + ms->IO.NavIdSelected = (storage->NavIdSelected == 1) ? true : false; + ms->IO.ItemsCount = items_count; + + // Clear when using Navigation to move within the scope + // (we compare FocusScopeId so it possible to use multiple selections inside a same window) + bool request_clear = false; + bool request_select_all = false; + if (g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == ms->FocusScopeId && g.NavJustMovedToHasSelectionData) + { + if (ms->KeyMods & ImGuiMod_Shift) + ms->IsKeyboardSetRange = true; + if (ms->IsKeyboardSetRange) + IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid); // Not ready -> could clear? + if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0) + request_clear = true; + } + else if (g.NavJustMovedFromFocusScopeId == ms->FocusScopeId) + { + // Also clear on leaving scope (may be optional?) + if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0) + request_clear = true; + } + + // Box-select handling: update active state. + ImGuiBoxSelectState* bs = &g.BoxSelectState; + if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + { + ms->BoxSelectId = GetID("##BoxSelect"); + if (BeginBoxSelect(CalcScopeRect(ms, window), window, ms->BoxSelectId, flags)) + request_clear |= bs->RequestClear; + } + + if (ms->IsFocused) + { + // Shortcut: Clear selection (Escape) + // - Only claim shortcut if selection is not empty, allowing further presses on Escape to e.g. leave current child window. + // - Box select also handle Escape and needs to pass an id to bypass ActiveIdUsingAllKeyboardKeys lock. + if (flags & ImGuiMultiSelectFlags_ClearOnEscape) + { + if (selection_size != 0 || bs->IsActive) + if (Shortcut(ImGuiKey_Escape, ImGuiInputFlags_None, bs->IsActive ? bs->ID : 0)) + { + request_clear = true; + if (bs->IsActive) + BoxSelectDeactivateDrag(bs); + } + } + + // Shortcut: Select all (Ctrl+A) + if (!(flags & ImGuiMultiSelectFlags_SingleSelect) && !(flags & ImGuiMultiSelectFlags_NoSelectAll)) + if (Shortcut(ImGuiMod_Ctrl | ImGuiKey_A)) + request_select_all = true; + } + + if (request_clear || request_select_all) + { + MultiSelectAddSetAll(ms, request_select_all); + if (!request_select_all) + storage->LastSelectionSize = 0; + } + ms->LoopRequestSetAll = request_select_all ? 1 : request_clear ? 0 : -1; + ms->LastSubmittedItem = ImGuiSelectionUserData_Invalid; + + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) + DebugLogMultiSelectRequests("BeginMultiSelect", &ms->IO); + + return &ms->IO; +} + +// Return updated ImGuiMultiSelectIO structure. +// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect(). +ImGuiMultiSelectIO* ImGui::EndMultiSelect() +{ + ImGuiContext& g = *GImGui; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + ImGuiMultiSelectState* storage = ms->Storage; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT_USER_ERROR(ms->FocusScopeId == g.CurrentFocusScopeId, "EndMultiSelect() FocusScope mismatch!"); + IM_ASSERT(g.CurrentMultiSelect != NULL && storage->Window == g.CurrentWindow); + IM_ASSERT(g.MultiSelectTempDataStacked > 0 && &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] == g.CurrentMultiSelect); + + ImRect scope_rect = CalcScopeRect(ms, window); + if (ms->IsFocused) + { + // We currently don't allow user code to modify RangeSrcItem by writing to BeginIO's version, but that would be an easy change here. + if (ms->IO.RangeSrcReset || (ms->RangeSrcPassedBy == false && ms->IO.RangeSrcItem != ImGuiSelectionUserData_Invalid)) // Can't read storage->RangeSrcItem here -> we want the state at beginning of the scope (see tests for easy failure) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset RangeSrcItem.\n"); // Will set be to NavId. + storage->RangeSrcItem = ImGuiSelectionUserData_Invalid; + } + if (ms->NavIdPassedBy == false && storage->NavIdItem != ImGuiSelectionUserData_Invalid) + { + IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset NavIdItem.\n"); + storage->NavIdItem = ImGuiSelectionUserData_Invalid; + storage->NavIdSelected = -1; + } + + if ((ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) && GetBoxSelectState(ms->BoxSelectId)) + EndBoxSelect(scope_rect, ms->Flags); + } + + if (ms->IsEndIO == false) + ms->IO.Requests.resize(0); + + // Clear selection when clicking void? + // We specifically test for IsMouseDragPastThreshold(0) == false to allow box-selection! + // The InnerRect test is necessary for non-child/decorated windows. + bool scope_hovered = IsWindowHovered() && window->InnerRect.Contains(g.IO.MousePos); + if (scope_hovered && (ms->Flags & ImGuiMultiSelectFlags_ScopeRect)) + scope_hovered &= scope_rect.Contains(g.IO.MousePos); + if (scope_hovered && g.HoveredId == 0 && g.ActiveId == 0) + { + if (ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + { + if (!g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && g.IO.MouseClickedCount[0] == 1) + { + BoxSelectPreStartDrag(ms->BoxSelectId, ImGuiSelectionUserData_Invalid); + FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal); + SetHoveredID(ms->BoxSelectId); + if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect) + SetNavID(0, ImGuiNavLayer_Main, ms->FocusScopeId, ImRect(g.IO.MousePos, g.IO.MousePos)); // Automatically switch FocusScope for initial click from void to box-select. + } + } + + if (ms->Flags & ImGuiMultiSelectFlags_ClearOnClickVoid) + if (IsMouseReleased(0) && IsMouseDragPastThreshold(0) == false && g.IO.KeyMods == ImGuiMod_None) + MultiSelectAddSetAll(ms, false); + } + + // Courtesy nav wrapping helper flag + if (ms->Flags & ImGuiMultiSelectFlags_NavWrapX) + { + IM_ASSERT(ms->Flags & ImGuiMultiSelectFlags_ScopeWindow); // Only supported at window scope + ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX); + } + + // Unwind + window->DC.CursorMaxPos = ImMax(ms->BackupCursorMaxPos, window->DC.CursorMaxPos); + PopFocusScope(); + + if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) + DebugLogMultiSelectRequests("EndMultiSelect", &ms->IO); + + ms->FocusScopeId = 0; + ms->Flags = ImGuiMultiSelectFlags_None; + g.CurrentMultiSelect = (--g.MultiSelectTempDataStacked > 0) ? &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] : NULL; + + return &ms->IO; +} void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data) { // Note that flags will be cleared by ItemAdd(), so it's only useful for Navigation code! // This designed so widgets can also cheaply set this before calling ItemAdd(), so we are not tied to MultiSelect api. ImGuiContext& g = *GImGui; - g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData; g.NextItemData.SelectionUserData = selection_user_data; + g.NextItemData.FocusScopeId = g.CurrentFocusScopeId; + + if (ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect) + { + // Auto updating RangeSrcPassedBy for cases were clipper is not used (done before ItemAdd() clipping) + g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData | ImGuiItemFlags_IsMultiSelect; + if (ms->IO.RangeSrcItem == selection_user_data) + ms->RangeSrcPassedBy = true; + } + else + { + g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData; + } } +// In charge of: +// - Applying SetAll for submitted items. +// - Applying SetRange for submitted items and record end points. +// - Altering button behavior flags to facilitate use with drag and drop. +void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + + bool selected = *p_selected; + if (ms->IsFocused) + { + ImGuiMultiSelectState* storage = ms->Storage; + ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData; + IM_ASSERT(g.NextItemData.FocusScopeId == g.CurrentFocusScopeId && "Forgot to call SetNextItemSelectionUserData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope"); + + // Apply SetAll (Clear/SelectAll) requests requested by BeginMultiSelect(). + // This is only useful if the user hasn't processed them already, and this only works if the user isn't using the clipper. + // If you are using a clipper you need to process the SetAll request after calling BeginMultiSelect() + if (ms->LoopRequestSetAll != -1) + selected = (ms->LoopRequestSetAll == 1); + + // When using Shift+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection) + // For this to work, we need someone to set 'RangeSrcPassedBy = true' at some point (either clipper either SetNextItemSelectionUserData() function) + if (ms->IsKeyboardSetRange) + { + IM_ASSERT(id != 0 && (ms->KeyMods & ImGuiMod_Shift) != 0); + const bool is_range_dst = (ms->RangeDstPassedBy == false) && g.NavJustMovedToId == id; // Assume that g.NavJustMovedToId is not clipped. + if (is_range_dst) + ms->RangeDstPassedBy = true; + if (is_range_dst && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) // If we don't have RangeSrc, assign RangeSrc = RangeDst + { + storage->RangeSrcItem = item_data; + storage->RangeSelected = selected ? 1 : 0; + } + const bool is_range_src = storage->RangeSrcItem == item_data; + if (is_range_src || is_range_dst || ms->RangeSrcPassedBy != ms->RangeDstPassedBy) + { + // Apply range-select value to visible items + IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid && storage->RangeSelected != -1); + selected = (storage->RangeSelected != 0); + } + else if ((ms->KeyMods & ImGuiMod_Ctrl) == 0 && (ms->Flags & ImGuiMultiSelectFlags_NoAutoClear) == 0) + { + // Clear other items + selected = false; + } + } + *p_selected = selected; + } + + // Alter button behavior flags + // To handle drag and drop of multiple items we need to avoid clearing selection on click. + // Enabling this test makes actions using Ctrl+Shift delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items. + if (p_button_flags != NULL) + { + ImGuiButtonFlags button_flags = *p_button_flags; + button_flags |= ImGuiButtonFlags_NoHoveredOnFocus; + button_flags &= ~(ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease); + if (ms->Flags & ImGuiMultiSelectFlags_SelectOnClickAlways) + button_flags |= ImGuiButtonFlags_PressedOnClick; + else if (ms->Flags & ImGuiMultiSelectFlags_SelectOnClickRelease) + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + else // ImGuiMultiSelectFlags_SelectOnAuto + button_flags |= (!selected || (g.ActiveId == id && g.ActiveIdHasBeenPressedBefore)) ? ImGuiButtonFlags_PressedOnClick : ImGuiButtonFlags_PressedOnClickRelease; + *p_button_flags = button_flags; + } +} + +// In charge of: +// - Auto-select on navigation. +// - Box-select toggle handling. +// - Right-click handling. +// - Altering selection based on Ctrl/Shift modifiers, both for keyboard and mouse. +// - Record current selection state for RangeSrc +// This is all rather complex, best to run and refer to "widgets_multiselect_xxx" tests in imgui_test_suite. +void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + bool selected = *p_selected; + bool pressed = *p_pressed; + ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect; + ImGuiMultiSelectState* storage = ms->Storage; + if (pressed) + ms->IsFocused = true; + + bool hovered = false; + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) + hovered = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (!ms->IsFocused && !hovered) + return; + + ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData; + + ImGuiMultiSelectFlags flags = ms->Flags; + const bool is_singleselect = (flags & ImGuiMultiSelectFlags_SingleSelect) != 0; + bool is_ctrl = (ms->KeyMods & ImGuiMod_Ctrl) != 0; + bool is_shift = (ms->KeyMods & ImGuiMod_Shift) != 0; + + bool apply_to_range_src = false; + + if (g.NavId == id && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) + apply_to_range_src = true; + if (ms->IsEndIO == false) + { + ms->IO.Requests.resize(0); + ms->IsEndIO = true; + } + + // Auto-select as you navigate a list + if (g.NavJustMovedToId == id) + { + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + if (is_ctrl && is_shift) + pressed = true; + else if (!is_ctrl) + selected = pressed = true; + } + else + { + // With NoAutoSelect, using Shift+keyboard performs a write/copy + if (is_shift) + pressed = true; + else if (!is_ctrl) + apply_to_range_src = true; // Since if (pressed) {} main block is not running we update this + } + } + + if (apply_to_range_src) + { + storage->RangeSrcItem = item_data; + storage->RangeSelected = selected; // Will be updated at the end of this function anyway. + } + + // Box-select toggle handling + if (ms->BoxSelectId != 0) + if (ImGuiBoxSelectState* bs = GetBoxSelectState(ms->BoxSelectId)) + { + const bool rect_overlap_curr = bs->BoxSelectRectCurr.Overlaps(g.LastItemData.Rect); + const bool rect_overlap_prev = bs->BoxSelectRectPrev.Overlaps(g.LastItemData.Rect); + if ((rect_overlap_curr && !rect_overlap_prev && !selected) || (rect_overlap_prev && !rect_overlap_curr)) + { + if (storage->LastSelectionSize <= 0 && bs->IsStartedSetNavIdOnce) + { + pressed = true; // First item act as a pressed: code below will emit selection request and set NavId (whatever we emit here will be overridden anyway) + bs->IsStartedSetNavIdOnce = false; + } + else + { + selected = !selected; + MultiSelectAddSetRange(ms, selected, +1, item_data, item_data); + } + storage->LastSelectionSize = ImMax(storage->LastSelectionSize + 1, 1); + } + } + + // Right-click handling. + // FIXME-MULTISELECT: Maybe should be moved to Selectable()? Also see #5816, #8200, #9015 + if (hovered && IsMouseClicked(1) && (flags & (ImGuiMultiSelectFlags_NoAutoSelect | ImGuiMultiSelectFlags_NoSelectOnRightClick)) == 0) + { + if (g.ActiveId != 0 && g.ActiveId != id) + ClearActiveID(); + SetFocusID(id, window); + if (!pressed && !selected) + { + pressed = true; + is_ctrl = is_shift = false; + } + } + + // Unlike Space, Enter doesn't alter selection (but can still return a press) unless current item is not selected. + // The later, "unless current item is not select", may become optional? It seems like a better default if Enter doesn't necessarily open something + // (unlike e.g. Windows explorer). For use case where Enter always open something, we might decide to make this optional? + const bool enter_pressed = pressed && (g.NavActivateId == id) && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput); + + // Alter selection + if (pressed && (!enter_pressed || !selected)) + { + // Box-select + ImGuiInputSource input_source = (g.NavJustMovedToId == id || g.NavActivateId == id) ? g.NavInputSource : ImGuiInputSource_Mouse; + if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) + if (!g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && input_source == ImGuiInputSource_Mouse && g.IO.MouseClickedCount[0] == 1) + BoxSelectPreStartDrag(ms->BoxSelectId, item_data); + + //---------------------------------------------------------------------------------------- + // ACTION | Begin | Pressed/Activated | End + //---------------------------------------------------------------------------------------- + // Keys Navigated: | Clear | Src=item, Sel=1 SetRange 1 + // Keys Navigated: Ctrl | n/a | n/a + // Keys Navigated: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1 + // Keys Navigated: Ctrl+Shift | n/a | Dst=item, Sel=Src => Clear + SetRange Src-Dst + // Keys Activated: | n/a | Src=item, Sel=1 => Clear + SetRange 1 + // Keys Activated: Ctrl | n/a | Src=item, Sel=!Sel => SetSange 1 + // Keys Activated: Shift | n/a | Dst=item, Sel=1 => Clear + SetSange 1 + //---------------------------------------------------------------------------------------- + // Mouse Pressed: | n/a | Src=item, Sel=1, => Clear + SetRange 1 + // Mouse Pressed: Ctrl | n/a | Src=item, Sel=!Sel => SetRange 1 + // Mouse Pressed: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1 + // Mouse Pressed: Ctrl+Shift | n/a | Dst=item, Sel=!Sel => SetRange Src-Dst + //---------------------------------------------------------------------------------------- + + if ((flags & ImGuiMultiSelectFlags_NoAutoClear) == 0) + { + bool request_clear = false; + if (is_singleselect) + request_clear = true; + else if ((input_source == ImGuiInputSource_Mouse || g.NavActivateId == id) && !is_ctrl) + request_clear = (flags & ImGuiMultiSelectFlags_NoAutoClearOnReselect) ? !selected : true; + else if ((input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Gamepad) && is_shift && !is_ctrl) + request_clear = true; // With is_shift==false the RequestClear was done in BeginIO, not necessary to do again. + if (request_clear) + MultiSelectAddSetAll(ms, false); + } + + int range_direction; + bool range_selected; + if (is_shift && !is_singleselect) + { + //IM_ASSERT(storage->HasRangeSrc && storage->HasRangeValue); + if (storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) + storage->RangeSrcItem = item_data; + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + { + // Shift+Arrow always select + // Ctrl+Shift+Arrow copy source selection state (already stored by BeginMultiSelect() in storage->RangeSelected) + range_selected = (is_ctrl && storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true; + } + else + { + // Shift+Arrow copy source selection state + // Shift+Click always copy from target selection state + if (ms->IsKeyboardSetRange) + range_selected = (storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true; + else + range_selected = !selected; + } + range_direction = ms->RangeSrcPassedBy ? +1 : -1; + } + else + { + // Ctrl inverts selection, otherwise always select + if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + selected = is_ctrl ? !selected : true; + else + selected = !selected; + storage->RangeSrcItem = item_data; + range_selected = selected; + range_direction = +1; + } + MultiSelectAddSetRange(ms, range_selected, range_direction, storage->RangeSrcItem, item_data); + } + + // Update/store the selection state of the Source item (used by Ctrl+Shift, when Source is unselected we perform a range unselect) + if (storage->RangeSrcItem == item_data) + storage->RangeSelected = selected ? 1 : 0; + + // Update/store the selection state of focused item + if (g.NavId == id) + { + storage->NavIdItem = item_data; + storage->NavIdSelected = selected ? 1 : 0; + } + if (storage->NavIdItem == item_data) + ms->NavIdPassedBy = true; + ms->LastSubmittedItem = item_data; + + *p_selected = selected; + *p_pressed = pressed; +} + +void ImGui::MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected) +{ + ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetAll, selected, 0, ImGuiSelectionUserData_Invalid, ImGuiSelectionUserData_Invalid }; + ms->IO.Requests.resize(0); // Can always clear previous requests + ms->IO.Requests.push_back(req); // Add new request +} + +void ImGui::MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item) +{ + // Merge contiguous spans into same request (unless NoRangeSelect is set which guarantees single-item ranges) + if (ms->IO.Requests.Size > 0 && first_item == last_item && (ms->Flags & ImGuiMultiSelectFlags_NoRangeSelect) == 0) + { + ImGuiSelectionRequest* prev = &ms->IO.Requests.Data[ms->IO.Requests.Size - 1]; + if (prev->Type == ImGuiSelectionRequestType_SetRange && prev->RangeLastItem == ms->LastSubmittedItem && prev->Selected == selected) + { + prev->RangeLastItem = last_item; + return; + } + } + + ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetRange, selected, (ImS8)range_dir, (range_dir > 0) ? first_item : last_item, (range_dir > 0) ? last_item : first_item }; + ms->IO.Requests.push_back(req); // Add new request +} + +void ImGui::DebugNodeMultiSelectState(ImGuiMultiSelectState* storage) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool is_active = (storage->LastFrameActive >= GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode((void*)(intptr_t)storage->ID, "MultiSelect 0x%08X in '%s'%s", storage->ID, storage->Window ? storage->Window->Name : "N/A", is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (!open) + return; + Text("RangeSrcItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), RangeSelected = %d", storage->RangeSrcItem, storage->RangeSrcItem, storage->RangeSelected); + Text("NavIdItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), NavIdSelected = %d", storage->NavIdItem, storage->NavIdItem, storage->NavIdSelected); + Text("LastSelectionSize = %d", storage->LastSelectionSize); // Provided by user + TreePop(); +#else + IM_UNUSED(storage); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Multi-Select helpers +//------------------------------------------------------------------------- +// - ImGuiSelectionBasicStorage +// - ImGuiSelectionExternalStorage +//------------------------------------------------------------------------- + +ImGuiSelectionBasicStorage::ImGuiSelectionBasicStorage() +{ + Size = 0; + PreserveOrder = false; + UserData = NULL; + AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage*, int idx) { return (ImGuiID)idx; }; + _SelectionOrder = 1; // Always >0 +} + +void ImGuiSelectionBasicStorage::Clear() +{ + Size = 0; + _SelectionOrder = 1; // Always >0 + _Storage.Data.resize(0); +} + +void ImGuiSelectionBasicStorage::Swap(ImGuiSelectionBasicStorage& r) +{ + ImSwap(Size, r.Size); + ImSwap(_SelectionOrder, r._SelectionOrder); + _Storage.Data.swap(r._Storage.Data); +} + +bool ImGuiSelectionBasicStorage::Contains(ImGuiID id) const +{ + return _Storage.GetInt(id, 0) != 0; +} + +static int IMGUI_CDECL PairComparerByValueInt(const void* lhs, const void* rhs) +{ + int lhs_v = ((const ImGuiStoragePair*)lhs)->val_i; + int rhs_v = ((const ImGuiStoragePair*)rhs)->val_i; + return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0); +} + +// GetNextSelectedItem() is an abstraction allowing us to change our underlying actual storage system without impacting user. +// (e.g. store unselected vs compact down, compact down on demand, use raw ImVector instead of ImGuiStorage...) +bool ImGuiSelectionBasicStorage::GetNextSelectedItem(void** opaque_it, ImGuiID* out_id) +{ + ImGuiStoragePair* it = (ImGuiStoragePair*)*opaque_it; + ImGuiStoragePair* it_end = _Storage.Data.Data + _Storage.Data.Size; + if (PreserveOrder && it == NULL && it_end != NULL) + ImQsort(_Storage.Data.Data, (size_t)_Storage.Data.Size, sizeof(ImGuiStoragePair), PairComparerByValueInt); // ~ImGuiStorage::BuildSortByValueInt() + if (it == NULL) + it = _Storage.Data.Data; + IM_ASSERT(it >= _Storage.Data.Data && it <= it_end); + if (it != it_end) + while (it->val_i == 0 && it < it_end) + it++; + const bool has_more = (it != it_end); + *opaque_it = has_more ? (void**)(it + 1) : (void**)(it); + *out_id = has_more ? it->key : 0; + if (PreserveOrder && !has_more) + _Storage.BuildSortByKey(); + return has_more; +} + +void ImGuiSelectionBasicStorage::SetItemSelected(ImGuiID id, bool selected) +{ + int* p_int = _Storage.GetIntRef(id, 0); + if (selected && *p_int == 0) { *p_int = _SelectionOrder++; Size++; } + else if (!selected && *p_int != 0) { *p_int = 0; Size--; } +} + +// Optimized for batch edits (with same value of 'selected') +static void ImGuiSelectionBasicStorage_BatchSetItemSelected(ImGuiSelectionBasicStorage* selection, ImGuiID id, bool selected, int size_before_amends, int selection_order) +{ + ImGuiStorage* storage = &selection->_Storage; + ImGuiStoragePair* it = ImLowerBound(storage->Data.Data, storage->Data.Data + size_before_amends, id); + const bool is_contained = (it != storage->Data.Data + size_before_amends) && (it->key == id); + if (selected == (is_contained && it->val_i != 0)) + return; + if (selected && !is_contained) + storage->Data.push_back(ImGuiStoragePair(id, selection_order)); // Push unsorted at end of vector, will be sorted in SelectionMultiAmendsFinish() + else if (is_contained) + it->val_i = selected ? selection_order : 0; // Modify in-place. + selection->Size += selected ? +1 : -1; +} + +static void ImGuiSelectionBasicStorage_BatchFinish(ImGuiSelectionBasicStorage* selection, bool selected, int size_before_amends) +{ + ImGuiStorage* storage = &selection->_Storage; + if (selected && selection->Size != size_before_amends) + storage->BuildSortByKey(); // When done selecting: sort everything +} + +// Apply requests coming from BeginMultiSelect() and EndMultiSelect(). +// - Enable 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen. +// - Honoring SetRange requests requires that you can iterate/interpolate between RangeFirstItem and RangeLastItem. +// - In this demo we often submit indices to SetNextItemSelectionUserData() + store the same indices in persistent selection. +// - Your code may do differently. If you store pointers or objects ID in ImGuiSelectionUserData you may need to perform +// a lookup in order to have some way to iterate/interpolate between two items. +// - A full-featured application is likely to allow search/filtering which is likely to lead to using indices +// and constructing a view index <> object id/ptr data structure anyway. +// WHEN YOUR APPLICATION SETTLES ON A CHOICE, YOU WILL PROBABLY PREFER TO GET RID OF THIS UNNECESSARY 'ImGuiSelectionBasicStorage' INDIRECTION LOGIC. +// Notice that with the simplest adapter (using indices everywhere), all functions return their parameters. +// The most simple implementation (using indices everywhere) would look like: +// for (ImGuiSelectionRequest& req : ms_io->Requests) +// { +// if (req.Type == ImGuiSelectionRequestType_SetAll) { Clear(); if (req.Selected) { for (int n = 0; n < items_count; n++) { SetItemSelected(n, true); } } +// if (req.Type == ImGuiSelectionRequestType_SetRange) { for (int n = (int)ms_io->RangeFirstItem; n <= (int)ms_io->RangeLastItem; n++) { SetItemSelected(n, ms_io->Selected); } } +// } +void ImGuiSelectionBasicStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io) +{ + // For convenience we obtain ItemsCount as passed to BeginMultiSelect(), which is optional. + // It makes sense when using ImGuiSelectionBasicStorage to simply pass your items count to BeginMultiSelect(). + // Other scheme may handle SetAll differently. + IM_ASSERT(ms_io->ItemsCount != -1 && "Missing value for items_count in BeginMultiSelect() call!"); + IM_ASSERT(AdapterIndexToStorageId != NULL); + + // This is optimized/specialized to cope with very large selections (e.g. 100k+ items) + // - A simpler version could call SetItemSelected() directly instead of ImGuiSelectionBasicStorage_BatchSetItemSelected() + ImGuiSelectionBasicStorage_BatchFinish(). + // - Optimized select can append unsorted, then sort in a second pass. Optimized unselect can clear in-place then compact in a second pass. + // - A more optimal version wouldn't even use ImGuiStorage but directly a ImVector to reduce bandwidth, but this is a reasonable trade off to reuse code. + // - There are many ways this could be better optimized. The worse case scenario being: using BoxSelect2d in a grid, box-select scrolling down while wiggling + // left and right: it affects coarse clipping + can emit multiple SetRange with 1 item each. + // FIXME-OPT: For each block of consecutive SetRange request: + // - add all requests to a sorted list, store ID, selected, offset in ImGuiStorage. + // - rewrite sorted storage a single time. + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + { + Clear(); + if (req.Selected) + { + _Storage.Data.reserve(ms_io->ItemsCount); + const int size_before_amends = _Storage.Data.Size; + for (int idx = 0; idx < ms_io->ItemsCount; idx++, _SelectionOrder++) + ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, _SelectionOrder); + ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends); + } + } + else if (req.Type == ImGuiSelectionRequestType_SetRange) + { + const int selection_changes = (int)req.RangeLastItem - (int)req.RangeFirstItem + 1; + //ImGuiContext& g = *GImGui; IMGUI_DEBUG_LOG_SELECTION("Req %d/%d: set %d to %d\n", ms_io->Requests.index_from_ptr(&req), ms_io->Requests.Size, selection_changes, req.Selected); + if (selection_changes == 1 || (selection_changes < Size / 100)) + { + // Multiple sorted insertion + copy likely to be faster. + // Technically we could do a single copy with a little more work (sort sequential SetRange requests) + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++) + SetItemSelected(GetStorageIdFromIndex(idx), req.Selected); + } + else + { + // Append insertion + single sort likely be faster. + // Use req.RangeDirection to set order field so that Shift+Clicking from 1 to 5 is different than Shift+Clicking from 5 to 1 + const int size_before_amends = _Storage.Data.Size; + int selection_order = _SelectionOrder + ((req.RangeDirection < 0) ? selection_changes - 1 : 0); + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++, selection_order += req.RangeDirection) + ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, selection_order); + if (req.Selected) + _SelectionOrder += selection_changes; + ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends); + } + } + } +} + +//------------------------------------------------------------------------- + +ImGuiSelectionExternalStorage::ImGuiSelectionExternalStorage() +{ + UserData = NULL; + AdapterSetItemSelected = NULL; +} + +// Apply requests coming from BeginMultiSelect() and EndMultiSelect(). +// We also pull 'ms_io->ItemsCount' as passed for BeginMultiSelect() for consistency with ImGuiSelectionBasicStorage +// This makes no assumption about underlying storage. +void ImGuiSelectionExternalStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io) +{ + IM_ASSERT(AdapterSetItemSelected); + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + for (int idx = 0; idx < ms_io->ItemsCount; idx++) + AdapterSetItemSelected(this, idx, req.Selected); + if (req.Type == ImGuiSelectionRequestType_SetRange) + for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++) + AdapterSetItemSelected(this, idx, req.Selected); + } +} //------------------------------------------------------------------------- // [SECTION] Widgets: ListBox @@ -6843,8 +8660,11 @@ void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_d // - ListBox() //------------------------------------------------------------------------- +// This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. +// This handle some subtleties with capturing info from the label. +// If you don't need a label you can pretty much directly use ImGui::BeginChild() with ImGuiChildFlags_FrameStyle. // Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty" -// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.25 * item_height). +// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.5f * item_height). bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) { ImGuiContext& g = *GImGui; @@ -6858,7 +8678,7 @@ bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) // Size default to hold ~7.25 items. // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. - ImVec2 size = ImFloor(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); + ImVec2 size = ImTrunc(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); @@ -6872,16 +8692,17 @@ bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) return false; } - // FIXME-OPT: We could omit the BeginGroup() if label_size.x but would need to omit the EndGroup() as well. + // FIXME-OPT: We could omit the BeginGroup() if label_size.x == 0.0f but would need to omit the EndGroup() as well. BeginGroup(); if (label_size.x > 0.0f) { ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y); RenderText(label_pos, label); window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size); + AlignTextToFramePadding(); } - BeginChildFrame(id, frame_bb.GetSize()); + BeginChild(id, frame_bb.GetSize(), ImGuiChildFlags_FrameStyle); return true; } @@ -6892,7 +8713,7 @@ void ImGui::EndListBox() IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?"); IM_UNUSED(window); - EndChildFrame(); + EndChild(); EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label } @@ -6912,7 +8733,7 @@ bool ImGui::ListBox(const char* label, int* current_item, const char* (*getter)( if (height_in_items < 0) height_in_items = ImMin(items_count, 7); float height_in_items_f = height_in_items + 0.25f; - ImVec2 size(0.0f, ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f)); + ImVec2 size(0.0f, ImTrunc(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f)); if (!BeginListBox(label, size)) return false; @@ -6922,6 +8743,7 @@ bool ImGui::ListBox(const char* label, int* current_item, const char* (*getter)( bool value_changed = false; ImGuiListClipper clipper; clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. + clipper.IncludeItemByIndex(*current_item); while (clipper.Step()) for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) { @@ -6978,9 +8800,10 @@ int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_get const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, 0, &frame_bb)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_NoNav)) return -1; - const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags); + bool hovered; + ButtonBehavior(frame_bb, id, &hovered, NULL); // Determine scale from values if not specified if (scale_min == FLT_MAX || scale_max == FLT_MAX) @@ -7140,7 +8963,7 @@ void ImGui::Value(const char* prefix, float v, const char* float_format) if (float_format) { char fmt[64]; - ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format); + ImFormatString(fmt, IM_COUNTOF(fmt), "%%s: %s", float_format); Text(fmt, prefix, v); } else @@ -7179,7 +9002,7 @@ void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets) { ImU16 offset = 0; bool want_spacing = false; - for (int i = 0; i < IM_ARRAYSIZE(Widths); i++) + for (int i = 0; i < IM_COUNTOF(Widths); i++) { ImU16 width = Widths[i]; if (want_spacing && width > 0) @@ -7220,12 +9043,14 @@ bool ImGui::BeginMenuBar() IM_ASSERT(!window->DC.MenuBarAppending); BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore - PushID("##menubar"); + PushID("##MenuBar"); // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. + const float border_top = ImMax(IM_ROUND(window->WindowBorderSize * 0.5f - window->TitleBarHeight), 0.0f); + const float border_half = IM_ROUND(window->WindowBorderSize * 0.5f); ImRect bar_rect = window->MenuBarRect(); - ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), IM_ROUND(bar_rect.Max.y)); + ImRect clip_rect(ImFloor(bar_rect.Min.x + border_half), ImFloor(bar_rect.Min.y + border_top), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, border_half))), ImFloor(bar_rect.Max.y)); clip_rect.ClipWith(window->OuterRectClipped); PushClipRect(clip_rect.Min, clip_rect.Max, false); @@ -7246,6 +9071,10 @@ void ImGui::EndMenuBar() return; ImGuiContext& g = *GImGui; + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); + IM_ASSERT(window->DC.MenuBarAppending); + // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) { @@ -7261,17 +9090,24 @@ void ImGui::EndMenuBar() IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary) FocusWindow(window); SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); - g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. - g.NavDisableMouseHover = g.NavMousePosDirty = true; + // FIXME-NAV: How to deal with this when not using g.IO.ConfigNavCursorVisibleAuto? + if (g.NavCursorVisible) + { + g.NavCursorVisible = false; // Hide nav cursor for the current frame so we don't see the intermediary selection. Will be set again + g.NavCursorHideFrames = 2; + } + g.NavHighlightItemUnderNav = g.NavMousePosDirty = true; NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat } } + else + { + NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_WrapX); + } - IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" - IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); - IM_ASSERT(window->DC.MenuBarAppending); PopClipRect(); PopID(); + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. // FIXME: Extremely confusing, cleanup by (a) working on WorkRect stack system (b) not using a Group confusingly here. @@ -7311,9 +9147,9 @@ bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, Im // Report our size into work area (for next frame) using actual window size if (dir == ImGuiDir_Up || dir == ImGuiDir_Left) - viewport->BuildWorkOffsetMin[axis] += axis_size; + viewport->BuildWorkInsetMin[axis] += axis_size; else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right) - viewport->BuildWorkOffsetMax[axis] -= axis_size; + viewport->BuildWorkInsetMax[axis] += axis_size; } window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; @@ -7342,22 +9178,29 @@ bool ImGui::BeginMainMenuBar() float height = GetFrameHeight(); bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags); g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); - - if (is_open) - BeginMenuBar(); - else + if (!is_open) + { End(); + return false; + } + + // Temporarily disable _NoSavedSettings, in the off-chance that tables or child windows submitted within the menu-bar may want to use settings. (#8356) + g.CurrentWindow->Flags &= ~ImGuiWindowFlags_NoSavedSettings; + BeginMenuBar(); return is_open; } void ImGui::EndMainMenuBar() { + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR_RET(g.CurrentWindow->DC.MenuBarAppending, "Calling EndMainMenuBar() not from a menu-bar!"); // Not technically testing that it is the main menu bar + EndMenuBar(); + g.CurrentWindow->Flags |= ImGuiWindowFlags_NoSavedSettings; // Restore _NoSavedSettings (#8356) // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window // FIXME: With this strategy we won't be able to restore a NULL focus. - ImGuiContext& g = *GImGui; - if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest) + if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest && g.ActiveId == 0) FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL, ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild); End(); @@ -7410,7 +9253,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) if (g.MenusIdSubmittedThisFrame.contains(id)) { if (menu_is_open) - menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + menu_is_open = BeginPopupMenuEx(id, label, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) else g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values return menu_is_open; @@ -7430,55 +9273,59 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. - ImVec2 popup_pos, pos = window->DC.CursorPos; + ImVec2 popup_pos; + ImVec2 pos = window->DC.CursorPos; PushID(label); if (!enabled) BeginDisabled(); - const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + bool pressed; // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. - const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups; + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_NoAutoClosePopups; + ImGuiMenuColumns* offsets = &window->DC.MenuColumns; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { - // Menu inside an horizontal menu bar + // Menu inside a horizontal menu bar // Selectable extend their highlight by half ItemSpacing in each direction. // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() - popup_pos = ImVec2(pos.x - 1.0f - IM_FLOOR(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); - window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); - PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); - float w = label_size.x; - ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); - pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, label_size.y)); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); + PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, pos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags, label_size); + LogSetNextTextDecoration("[", "]"); RenderText(text_pos, label); PopStyleVar(); - window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), text_pos.y - style.FramePadding.y + window->MenuBarHeight); } else { // Menu inside a regular/vertical menu // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. - // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. - popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.) float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; - float checkmark_w = IM_FLOOR(g.FontSize * 1.20f); - float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); + float min_w = offsets->DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); - ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + ImVec2 text_pos(window->DC.CursorPos.x, pos.y + window->DC.CurrLineTextBaseOffset); pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); - RenderText(text_pos, label); + LogSetNextTextDecoration("", ">"); + RenderText(ImVec2(text_pos.x + offsets->OffsetLabel, text_pos.y), label); if (icon_w > 0.0f) - RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); - RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right); + RenderText(ImVec2(text_pos.x + offsets->OffsetIcon, text_pos.y), icon); + RenderArrow(window->DrawList, ImVec2(text_pos.x + offsets->OffsetMark + extra_w + g.FontSize * 0.30f, text_pos.y), GetColorU32(ImGuiCol_Text), ImGuiDir_Right); + popup_pos = ImVec2(pos.x, text_pos.y - style.WindowPadding.y); } if (!enabled) EndDisabled(); - const bool hovered = (g.HoveredId == id) && enabled && !g.NavDisableMouseHover; + const bool hovered = (g.HoveredId == id) && enabled && !g.NavHighlightItemUnderNav; if (menuset_is_open) PopItemFlag(); bool want_open = false; + bool want_open_nav_init = false; bool want_close = false; if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) { @@ -7489,18 +9336,18 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) ImGuiWindow* child_menu_window = (child_popup && child_popup->Window && child_popup->Window->ParentWindow == window) ? child_popup->Window : NULL; if (g.HoveredWindow == window && child_menu_window != NULL) { - float ref_unit = g.FontSize; // FIXME-DPI - float child_dir = (window->Pos.x < child_menu_window->Pos.x) ? 1.0f : -1.0f; - ImRect next_window_rect = child_menu_window->Rect(); + const float ref_unit = g.FontSize; // FIXME-DPI + const float child_dir = (window->Pos.x < child_menu_window->Pos.x) ? 1.0f : -1.0f; + const ImRect next_window_rect = child_menu_window->Rect(); ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta); ImVec2 tb = (child_dir > 0.0f) ? next_window_rect.GetTL() : next_window_rect.GetTR(); ImVec2 tc = (child_dir > 0.0f) ? next_window_rect.GetBL() : next_window_rect.GetBR(); - float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // add a bit of extra slack. + const float pad_farmost_h = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // Add a bit of extra slack. ta.x += child_dir * -0.5f; tb.x += child_dir * ref_unit; tc.x += child_dir * ref_unit; - tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -ref_unit * 8.0f); // triangle has maximum height to limit the slope and the bias toward large sub-menus - tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +ref_unit * 8.0f); + tb.y = ta.y + ImMax((tb.y - pad_farmost_h) - ta.y, -ref_unit * 8.0f); // Triangle has maximum height to limit the slope and the bias toward large sub-menus + tc.y = ta.y + ImMin((tc.y + pad_farmost_h) - ta.y, +ref_unit * 8.0f); moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] } @@ -7508,18 +9355,22 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) // The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not) // But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon. // (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.) - if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavDisableMouseHover) + if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavHighlightItemUnderNav && g.ActiveId == 0) want_close = true; // Open + // (note: at this point 'hovered' actually includes the NavDisableMouseHover == false test) if (!menu_is_open && pressed) // Click/activate to open want_open = true; else if (!menu_is_open && hovered && !moving_toward_child_menu) // Hover to open want_open = true; + else if (!menu_is_open && hovered && g.HoveredIdTimer >= 0.30f && g.MouseStationaryTimer >= 0.30f) // Hover to open (timer fallback) + want_open = true; if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open { - want_open = true; + want_open = want_open_nav_init = true; NavMoveRequestCancel(); + SetNavCursorVisibleAfterMove(); } } else @@ -7551,13 +9402,13 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) { - // Don't reopen/recycle same menu level in the same frame, first close the other menu and yield for a frame. + // Don't reopen/recycle same menu level in the same frame if it is a different menu ID, first close the other menu and yield for a frame. OpenPopup(label); } else if (want_open) { menu_is_open = true; - OpenPopup(label); + OpenPopup(label, ImGuiPopupFlags_NoReopen);// | (want_open_nav_init ? ImGuiPopupFlags_NoReopenAlwaysNavInit : 0)); } if (menu_is_open) @@ -7565,10 +9416,18 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) ImGuiLastItemData last_item_in_parent = g.LastItemData; SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos. PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding - menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + menu_is_open = BeginPopupMenuEx(id, label, window_flags); // menu_is_open may be 'false' when the popup is completely clipped (e.g. zero size display) PopStyleVar(); if (menu_is_open) { + // Implement what ImGuiPopupFlags_NoReopenAlwaysNavInit would do: + // Perform an init request in the case the popup was already open (via a previous mouse hover) + if (want_open && want_open_nav_init && !g.NavInitRequest) + { + FocusWindow(g.CurrentWindow, ImGuiFocusRequestFlags_UnlessBelowModal); + NavInitWindow(g.CurrentWindow, false); + } + // Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu() // (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck) g.LastItemData = last_item_in_parent; @@ -7594,7 +9453,8 @@ void ImGui::EndMenu() // Nav: When a left move request our menu failed, close ourselves. ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginMenu()/EndMenu() calls + IM_ASSERT_USER_ERROR_RET((window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu), "Calling EndMenu() in wrong window!"); + ImGuiWindow* parent_window = window->ParentWindow; // Should always be != NULL is we passed assert. if (window->BeginCount == window->BeginCountPreviousFrame) if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet()) @@ -7631,46 +9491,47 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut BeginDisabled(); // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. - const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SetNavIdOnHover; - const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SetNavIdOnHover; + ImGuiMenuColumns* offsets = &window->DC.MenuColumns; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark. - float w = label_size.x; - window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); - PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); - pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f)); + PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f); + pressed = Selectable("", selected, selectable_flags, ImVec2(label_size.x, 0.0f)); PopStyleVar(); if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) RenderText(text_pos, label); - window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). } else { // Menu item inside a vertical menu // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. - // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.) float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f; - float checkmark_w = IM_FLOOR(g.FontSize * 1.20f); - float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); + float min_w = offsets->DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + ImVec2 text_pos(pos.x, pos.y + window->DC.CurrLineTextBaseOffset); pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) { - RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label); + RenderText(text_pos + ImVec2(offsets->OffsetLabel, 0.0f), label); if (icon_w > 0.0f) - RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + RenderText(text_pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); if (shortcut_w > 0.0f) { PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); - RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false); + LogSetNextTextDecoration("(", ")"); + RenderText(text_pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false); PopStyleColor(); } if (selected) - RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); + RenderCheckMark(window->DrawList, text_pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); } } IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); @@ -7730,9 +9591,10 @@ struct ImGuiTabBarSection { int TabCount; // Number of tabs in this section. float Width; // Sum of width of tabs in this section (after shrinking down) + float WidthAfterShrinkMinWidth; float Spacing; // Horizontal spacing at the end of the section. - ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); } + ImGuiTabBarSection() { memset((void*)this, 0, sizeof(*this)); } }; namespace ImGui @@ -7748,7 +9610,7 @@ namespace ImGui ImGuiTabBar::ImGuiTabBar() { - memset(this, 0, sizeof(*this)); + memset((void*)this, 0, sizeof(*this)); CurrFrameVisible = PrevFrameVisible = -1; LastTabItemIdx = -1; } @@ -7790,6 +9652,19 @@ static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) return ImGuiPtrOrIndex(tab_bar); } +ImGuiTabBar* ImGui::TabBarFindByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return g.TabBars.GetByKey(id); +} + +// Remove TabBar data (currently only used by TestEngine) +void ImGui::TabBarRemove(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + g.TabBars.Remove(tab_bar->ID, tab_bar); +} + bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) { ImGuiContext& g = *GImGui; @@ -7801,9 +9676,11 @@ bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); tab_bar->ID = id; - tab_bar->SeparatorMinX = tab_bar->BarRect.Min.x - IM_FLOOR(window->WindowPadding.x * 0.5f); - tab_bar->SeparatorMaxX = tab_bar->BarRect.Max.x + IM_FLOOR(window->WindowPadding.x * 0.5f); - return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused); + tab_bar->SeparatorMinX = tab_bar_bb.Min.x - IM_TRUNC(window->WindowPadding.x * 0.5f); + tab_bar->SeparatorMaxX = tab_bar_bb.Max.x + IM_TRUNC(window->WindowPadding.x * 0.5f); + //if (g.NavWindow && IsWindowChildOf(g.NavWindow, window, false, false)) + flags |= ImGuiTabBarFlags_IsFocused; + return BeginTabBarEx(tab_bar, tab_bar_bb, flags); } bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags) @@ -7814,12 +9691,13 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG return false; IM_ASSERT(tab_bar->ID != 0); - if ((flags & ImGuiTabBarFlags_DockNode) == 0) + if ((flags & ImGuiTabBarFlags_DockNode) == 0) // Already done PushOverrideID(tab_bar->ID); // Add to stack g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); g.CurrentTabBar = tab_bar; + tab_bar->Window = window; // Append with multiple BeginTabBar()/EndTabBar() pairs. tab_bar->BackupCursorPos = window->DC.CursorPos; @@ -7858,7 +9736,7 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG // Draw separator // (it would be misleading to draw this in EndTabBar() suggesting that it may be drawn over tabs, as tab bar are appendable) - const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); + const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected); if (g.Style.TabBarBorderSize > 0.0f) { const float y = tab_bar->BarRect.Max.y; @@ -7875,11 +9753,7 @@ void ImGui::EndTabBar() return; ImGuiTabBar* tab_bar = g.CurrentTabBar; - if (tab_bar == NULL) - { - IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); - return; - } + IM_ASSERT_USER_ERROR_RET(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); // Fallback in case no TabItem have been submitted if (tab_bar->WantLayout) @@ -7900,7 +9774,7 @@ void ImGui::EndTabBar() window->DC.CursorPos = tab_bar->BackupCursorPos; tab_bar->LastTabItemIdx = -1; - if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) // Already done PopID(); g.CurrentTabBarStack.pop_back(); @@ -7920,6 +9794,10 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) ImGuiContext& g = *GImGui; tab_bar->WantLayout = false; + // Track selected tab when resizing our parent down + const bool scroll_to_selected_tab = (tab_bar->BarRectPrevWidth > tab_bar->BarRect.GetWidth()); + tab_bar->BarRectPrevWidth = tab_bar->BarRect.GetWidth(); + // Garbage collect by compacting list // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section) int tab_dst_n = 0; @@ -7964,11 +9842,17 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection); // Calculate spacing between sections - sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; - sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + const float tab_spacing = g.Style.ItemInnerSpacing.x; + sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? tab_spacing : 0.0f; + sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? tab_spacing : 0.0f; // Setup next selected tab ImGuiID scroll_to_tab_id = 0; + if (tab_bar->NextScrollToTabId) + { + scroll_to_tab_id = tab_bar->NextScrollToTabId; + tab_bar->NextScrollToTabId = 0; + } if (tab_bar->NextSelectedTabId) { tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; @@ -7996,6 +9880,9 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount }; g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); + // Minimum shrink width + const float shrink_min_width = (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyMixed) ? g.Style.TabMinWidthShrink : 1.0f; + // Compute ideal tabs widths + store them into shrink buffer ImGuiTabItem* most_recently_selected_tab = NULL; int curr_section_n = -1; @@ -8018,10 +9905,13 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) const char* tab_name = TabBarGetTabName(tab_bar, tab); const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument); tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x; + if ((tab->Flags & ImGuiTabItemFlags_Button) == 0) + tab->ContentWidth = ImMax(tab->ContentWidth, g.Style.TabMinWidthBase); int section_n = TabItemGetSectionIdx(tab); ImGuiTabBarSection* section = §ions[section_n]; - section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f); + section->Width += tab->ContentWidth + (section_n == curr_section_n ? tab_spacing : 0.0f); + section->WidthAfterShrinkMinWidth += ImMin(tab->ContentWidth, shrink_min_width) + (section_n == curr_section_n ? tab_spacing : 0.0f); curr_section_n = section_n; // Store data so we can build an array sorted by width if we need to shrink tabs down @@ -8033,19 +9923,28 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) } // Compute total ideal width (used for e.g. auto-resizing a window) + float width_all_tabs_after_min_width_shrink = 0.0f; tab_bar->WidthAllTabsIdeal = 0.0f; for (int section_n = 0; section_n < 3; section_n++) + { tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing; + width_all_tabs_after_min_width_shrink += sections[section_n].WidthAfterShrinkMinWidth + sections[section_n].Spacing; + } // Horizontal scrolling buttons - // (note that TabBarScrollButtons() will alter BarRect.Max.x) - if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll)) + // Important: note that TabBarScrollButtons() will alter BarRect.Max.x. + const bool can_scroll = (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) || (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyMixed); + const float width_all_tabs_to_use_for_scroll = (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) ? tab_bar->WidthAllTabs : width_all_tabs_after_min_width_shrink; + tab_bar->ScrollButtonEnabled = ((width_all_tabs_to_use_for_scroll > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && can_scroll); + if (tab_bar->ScrollButtonEnabled) if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar)) { scroll_to_tab_id = scroll_and_select_tab->ID; if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0) tab_bar->SelectedTabId = scroll_to_tab_id; } + if (scroll_to_tab_id == 0 && scroll_to_selected_tab) + scroll_to_tab_id = tab_bar->SelectedTabId; // Shrink widths if full tabs don't fit in their allocated space float section_0_w = sections[0].Width + sections[0].Spacing; @@ -8059,17 +9958,18 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore - if (width_excess >= 1.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible)) + const bool can_shrink = (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyShrink) || (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyMixed); + if (width_excess >= 1.0f && (can_shrink || !central_section_is_visible)) { int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount); int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0); - ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess); + ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess, shrink_min_width); // Apply shrunk values into tabs and sections for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index]; - float shrinked_width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width); + float shrinked_width = IM_TRUNC(g.ShrinkWidthBuffer[tab_n].Width); if (shrinked_width < 0.0f) continue; @@ -8106,7 +10006,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) tab_bar->TabsNames.Buf.resize(0); // If we have lost the selected tab, select the next most recently active one - if (found_selected_tab_id == false) + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + if (found_selected_tab_id == false && !tab_bar_appearing) tab_bar->SelectedTabId = 0; if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; @@ -8122,7 +10023,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // Apply request requests if (scroll_to_tab_id != 0) TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); - else if ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) && IsMouseHoveringRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, true) && IsWindowContentHoverable(g.CurrentWindow)) + else if (tab_bar->ScrollButtonEnabled && IsMouseHoveringRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, true) && IsWindowContentHoverable(g.CurrentWindow)) { const float wheel = g.IO.MouseWheelRequestAxisSwap ? g.IO.MouseWheel : g.IO.MouseWheelH; const ImGuiKey wheel_key = g.IO.MouseWheelRequestAxisSwap ? ImGuiKey_MouseWheelY : ImGuiKey_MouseWheelX; @@ -8218,7 +10119,7 @@ ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBa ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar) { - if (tab_bar->LastTabItemIdx <= 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size) + if (tab_bar->LastTabItemIdx < 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size) return NULL; return &tab_bar->Tabs[tab_bar->LastTabItemIdx]; } @@ -8270,7 +10171,7 @@ void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) if (tab->Flags & ImGuiTabItemFlags_Button) return; // A button appended with TabItemButton(). - if (!(tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) + if ((tab->Flags & (ImGuiTabItemFlags_UnsavedDocument | ImGuiTabItemFlags_NoAssumedClosure)) == 0) { // This will remove a frame of lag for selecting another tab on closure. // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure @@ -8334,6 +10235,13 @@ void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) tab_bar->NextSelectedTabId = tab->ID; } +void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name) +{ + IM_ASSERT((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0); // Only supported for manual/explicit tab bars + ImGuiID tab_id = TabBarCalcTabID(tab_bar, tab_name, NULL); + tab_bar->NextSelectedTabId = tab_id; +} + void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset) { IM_ASSERT(offset != 0); @@ -8349,6 +10257,7 @@ void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* s if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0) return; + const float tab_spacing = g.Style.ItemInnerSpacing.x; const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0); @@ -8367,8 +10276,8 @@ void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* s dst_idx = i; // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered. - const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x; - const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x; + const float x1 = bar_offset + dst_tab->Offset - tab_spacing; + const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + tab_spacing; //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255)); if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2)) break; @@ -8426,17 +10335,19 @@ static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) PushStyleColor(ImGuiCol_Text, arrow_col); PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + PushItemFlag(ImGuiItemFlags_ButtonRepeat | ImGuiItemFlags_NoNav, true); const float backup_repeat_delay = g.IO.KeyRepeatDelay; const float backup_repeat_rate = g.IO.KeyRepeatRate; g.IO.KeyRepeatDelay = 0.250f; g.IO.KeyRepeatRate = 0.200f; float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width); window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y); - if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) + if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick)) select_dir = -1; window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y); - if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) + if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick)) select_dir = +1; + PopItemFlag(); PopStyleColor(2); g.IO.KeyRepeatRate = backup_repeat_rate; g.IO.KeyRepeatDelay = backup_repeat_delay; @@ -8529,12 +10440,8 @@ bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f return false; ImGuiTabBar* tab_bar = g.CurrentTabBar; - if (tab_bar == NULL) - { - IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!"); - return false; - } - IM_ASSERT((flags & ImGuiTabItemFlags_Button) == 0); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! + IM_ASSERT_USER_ERROR_RETV(tab_bar != NULL, false, "Needs to be called between BeginTabBar() and EndTabBar()!"); + IM_ASSERT((flags & ImGuiTabItemFlags_Button) == 0); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL); if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) @@ -8553,11 +10460,7 @@ void ImGui::EndTabItem() return; ImGuiTabBar* tab_bar = g.CurrentTabBar; - if (tab_bar == NULL) - { - IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); - return; - } + IM_ASSERT_USER_ERROR_RET(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); IM_ASSERT(tab_bar->LastTabItemIdx >= 0); ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) @@ -8572,14 +10475,23 @@ bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) return false; ImGuiTabBar* tab_bar = g.CurrentTabBar; - if (tab_bar == NULL) - { - IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); - return false; - } + IM_ASSERT_USER_ERROR_RETV(tab_bar != NULL, false, "Needs to be called between BeginTabBar() and EndTabBar()!"); return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL); } +void ImGui::TabItemSpacing(const char* str_id, ImGuiTabItemFlags flags, float width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + IM_ASSERT_USER_ERROR_RET(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + SetNextItemWidth(width); + TabItemEx(tab_bar, str_id, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder | ImGuiTabItemFlags_Invisible, NULL); +} + bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window) { // Layout whole tab bar if not already done @@ -8630,7 +10542,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // Calculate tab contents size ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument)); tab->RequestedWidth = -1.0f; - if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) + if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasWidth) size.x = tab->RequestedWidth = g.NextItemData.Width; if (tab_is_new) tab->Width = ImMax(1.0f, size.x); @@ -8656,7 +10568,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, else { tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); - tab_bar->TabsNames.append(label, label + strlen(label) + 1); + tab_bar->TabsNames.append(label, label + ImStrlen(label) + 1); } // Update selected tab @@ -8670,7 +10582,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, } // Lock visibility - // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!) + // (Note: tab_contents_visible != tab_selected... because Ctrl+Tab operations may preview some tabs without selecting them!) bool tab_contents_visible = (tab_bar->VisibleTabId == id); if (tab_contents_visible) tab_bar->VisibleTabWasSubmitted = true; @@ -8700,7 +10612,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; size.x = tab->Width; if (is_central_section) - window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f); + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_TRUNC(tab->Offset - tab_bar->ScrollingAnim), 0.0f); else window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f); ImVec2 pos = window->DC.CursorPos; @@ -8724,11 +10636,14 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, } // Click to Select a tab - ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap); + ImGuiButtonFlags button_flags = ((ImGuiButtonFlags)(is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap); if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) // FIXME: May be an opt-in property of the payload to disable this button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; - bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + bool hovered, held, pressed; + if (flags & ImGuiTabItemFlags_Invisible) + hovered = held = pressed = false; + else + pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); if (pressed && !is_tab_button) TabBarQueueFocus(tab_bar, tab); @@ -8806,56 +10721,78 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth) { // Enlarge tab display when hovering - bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); + bb.Max.x = bb.Min.x + IM_TRUNC(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); display_draw_list = GetForegroundDrawList(window); TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); } #endif // Render tab shape - ImDrawList* display_draw_list = window->DrawList; - const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabUnfocused)); - TabItemBackground(display_draw_list, bb, flags, tab_col); - RenderNavHighlight(bb, id); - - // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. - const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); - if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)) && !is_tab_button) - TabBarQueueFocus(tab_bar, tab); - - if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) - flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; - - // Render tab label, process close button - const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, docked_window ? docked_window->ID : id) : 0; - bool just_closed; - bool text_clipped; - TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); - if (just_closed && p_open != NULL) + const bool is_visible = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) && !(flags & ImGuiTabItemFlags_Invisible); + if (is_visible) { - *p_open = false; - TabBarCloseTab(tab_bar, tab); - } + ImDrawList* display_draw_list = window->DrawList; + const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabDimmed)); + TabItemBackground(display_draw_list, bb, flags, tab_col); + if (tab_contents_visible && (tab_bar->Flags & ImGuiTabBarFlags_DrawSelectedOverline) && style.TabBarOverlineSize > 0.0f) + { + // Might be moved to TabItemBackground() ? + ImVec2 tl = bb.GetTL() + ImVec2(0, 1.0f * g.CurrentDpiScale); + ImVec2 tr = bb.GetTR() + ImVec2(0, 1.0f * g.CurrentDpiScale); + ImU32 overline_col = GetColorU32(tab_bar_focused ? ImGuiCol_TabSelectedOverline : ImGuiCol_TabDimmedSelectedOverline); + if (style.TabRounding > 0.0f) + { + float rounding = style.TabRounding; + display_draw_list->PathArcToFast(tl + ImVec2(+rounding, +rounding), rounding, 7, 9); + display_draw_list->PathArcToFast(tr + ImVec2(-rounding, +rounding), rounding, 9, 11); + display_draw_list->PathStroke(overline_col, 0, style.TabBarOverlineSize); + } + else + { + display_draw_list->AddLine(tl - ImVec2(0.5f, 0.5f), tr - ImVec2(0.5f, 0.5f), overline_col, style.TabBarOverlineSize); + } + } + RenderNavCursor(bb, id); - // Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent) - // That state is copied to window->DockTabItemStatusFlags by our caller. - if (docked_window && (hovered || g.HoveredId == close_button_id)) - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. + const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (tab_bar->SelectedTabId != tab->ID && hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)) && !is_tab_button) + TabBarQueueFocus(tab_bar, tab); + + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Render tab label, process close button + const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, docked_window ? docked_window->ID : id) : 0; + bool just_closed; + bool text_clipped; + TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); + if (just_closed && p_open != NULL) + { + *p_open = false; + TabBarCloseTab(tab_bar, tab); + } + + // Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent) + // That state is copied to window->DockTabItemStatusFlags by our caller. + if (docked_window && (hovered || g.HoveredId == close_button_id)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + // Tooltip + // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok) + // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores) + // FIXME: This is a mess. + // FIXME: We may want disabled tab to still display the tooltip? + if (text_clipped && g.HoveredId == id && !held) + if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) + SetItemTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); + } // Restore main window position so user can draw there if (want_clip_rect) PopClipRect(); window->DC.CursorPos = backup_main_cursor_pos; - // Tooltip - // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok) - // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores) - // FIXME: This is a mess. - // FIXME: We may want disabled tab to still display the tooltip? - if (text_clipped && g.HoveredId == id && !held) - if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) - SetItemTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); - IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected if (is_tab_button) return pressed; @@ -8954,13 +10891,12 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, #endif // Render text label (with clipping + alpha gradient) + unsaved marker - ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); - ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; + ImRect text_ellipsis_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); // Return clipped state ignoring the close button if (out_text_clipped) { - *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x; + *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_ellipsis_clip_bb.Max.x; //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255)); } @@ -8974,13 +10910,24 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false bool close_button_pressed = false; bool close_button_visible = false; - if (close_button_id != 0) - if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton)) - if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id) - close_button_visible = true; - bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x); + bool is_hovered = g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id; // Any interaction account for this too. - if (close_button_visible) + if (close_button_id != 0) + { + if (is_contents_visible) + close_button_visible = (g.Style.TabCloseButtonMinWidthSelected < 0.0f) ? true : (is_hovered && bb.GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthSelected)); + else + close_button_visible = (g.Style.TabCloseButtonMinWidthUnselected < 0.0f) ? true : (is_hovered && bb.GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthUnselected)); + } + + // When tabs/document is unsaved, the unsaved marker takes priority over the close button. + const bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x) && (!close_button_visible || !is_hovered); + if (unsaved_marker_visible) + { + ImVec2 bullet_pos = button_pos + ImVec2(button_sz, button_sz) * 0.5f; + RenderBullet(draw_list, bullet_pos, GetColorU32(ImGuiCol_UnsavedMarker)); + } + else if (close_button_visible) { ImGuiLastItemData last_item_backup = g.LastItemData; if (CloseButton(close_button_id, button_pos)) @@ -8988,26 +10935,29 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, g.LastItemData = last_item_backup; // Close with middle mouse button - if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) + if (is_hovered && !(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) close_button_pressed = true; } - else if (unsaved_marker_visible) - { - const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz) + g.Style.FramePadding * 2.0f); - RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text)); - } // This is all rather complicated // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position) // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist.. - float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; + float ellipsis_max_x = text_ellipsis_clip_bb.Max.x; if (close_button_visible || unsaved_marker_visible) { - text_pixel_clip_bb.Max.x -= close_button_visible ? (button_sz) : (button_sz * 0.80f); - text_ellipsis_clip_bb.Max.x -= unsaved_marker_visible ? (button_sz * 0.80f) : 0.0f; - ellipsis_max_x = text_pixel_clip_bb.Max.x; + const bool visible_without_hover = unsaved_marker_visible || (is_contents_visible ? g.Style.TabCloseButtonMinWidthSelected : g.Style.TabCloseButtonMinWidthUnselected) < 0.0f; + if (visible_without_hover) + { + text_ellipsis_clip_bb.Max.x -= button_sz * 0.90f; + ellipsis_max_x -= button_sz * 0.90f; + } + else + { + text_ellipsis_clip_bb.Max.x -= button_sz * 1.00f; + } } - RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); + LogSetNextTextDecoration("/", "\\"); + RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, ellipsis_max_x, label, NULL, &label_size); #if 0 if (!is_contents_visible) diff --git a/thirdparty/imgui_suite/imgui/cpp/misc/cpp/imgui_stdlib.cpp b/thirdparty/imgui_suite/imgui/cpp/misc/cpp/imgui_stdlib.cpp index cf69aa89a6..282ca62349 100644 --- a/thirdparty/imgui_suite/imgui/cpp/misc/cpp/imgui_stdlib.cpp +++ b/thirdparty/imgui_suite/imgui/cpp/misc/cpp/imgui_stdlib.cpp @@ -1,13 +1,26 @@ // dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.) + // This is also an example of how you may wrap your own similar types. +// TL;DR; this is using the ImGuiInputTextFlags_CallbackResize facility, +// which also demonstrated in 'Dear ImGui Demo->Widgets->Text Input->Resize Callback'. // Changelog: // - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string -// See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki: +// Usage: +// { +// #include "misc/cpp/imgui_stdlib.h" +// #include "misc/cpp/imgui_stdlib.cpp" // <-- If you want to include implementation without messing with your project/build. +// [...] +// std::string my_string; +// ImGui::InputText("my string", &my_string); +// } + +// See more C++ related extension (fmt, RAII, syntactic sugar) on Wiki: // https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness #include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_stdlib.h" // Clang warnings with -Weverything @@ -83,3 +96,5 @@ bool ImGui::InputTextWithHint(const char* label, const char* hint, std::string* #if defined(__clang__) #pragma clang diagnostic pop #endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/thirdparty/imgui_suite/imgui/include/backends/imgui_impl_dx11.h b/thirdparty/imgui_suite/imgui/include/backends/imgui_impl_dx11.h index 1713fbdd96..bf27e421fb 100644 --- a/thirdparty/imgui_suite/imgui/include/backends/imgui_impl_dx11.h +++ b/thirdparty/imgui_suite/imgui/include/backends/imgui_impl_dx11.h @@ -2,8 +2,10 @@ // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. @@ -20,14 +22,32 @@ struct ID3D11Device; struct ID3D11DeviceContext; +struct ID3D11SamplerState; +struct ID3D11Buffer; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context); IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown(); IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing Dear ImGui state. -IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. +IMGUI_IMPL_API void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplDX11_RenderState +{ + ID3D11Device* Device; + ID3D11DeviceContext* DeviceContext; + ID3D11SamplerState* SamplerLinear; + ID3D11SamplerState* SamplerNearest; + ID3D11Buffer* VertexConstantBuffer; +}; #endif // #ifndef IMGUI_DISABLE diff --git a/thirdparty/imgui_suite/imgui/include/backends/imgui_impl_glfw.h b/thirdparty/imgui_suite/imgui/include/backends/imgui_impl_glfw.h index d2fcbbb8bf..c3dcfa79a4 100644 --- a/thirdparty/imgui_suite/imgui/include/backends/imgui_impl_glfw.h +++ b/thirdparty/imgui_suite/imgui/include/backends/imgui_impl_glfw.h @@ -1,18 +1,20 @@ // dear imgui: Platform Backend for GLFW // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) -// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.) +// (Requires: GLFW 3.0+. Prefer GLFW 3.3+/3.4+ for full feature support.) // Implemented features: // [X] Platform: Clipboard support. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). -// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. - -// Issues: -// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). +// [X] Multiple Dear ImGui contexts support. +// Missing features or Issues: +// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround. +// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors. +// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -29,19 +31,26 @@ struct GLFWwindow; struct GLFWmonitor; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks); IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks); IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); +// Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL) +#ifdef __EMSCRIPTEN__ +IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector); +//static inline void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0 +#endif + // GLFW callbacks install // - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any. // - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks. IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window); IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window); -// GFLW callbacks options: +// GLFW callbacks options: // - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user) IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows); @@ -55,4 +64,10 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event); +// GLFW helpers +IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds); +IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window); +IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor); + + #endif // #ifndef IMGUI_DISABLE diff --git a/thirdparty/imgui_suite/imgui/include/backends/imgui_impl_metal.h b/thirdparty/imgui_suite/imgui/include/backends/imgui_impl_metal.h index d9540fbaa2..586b0d371b 100644 --- a/thirdparty/imgui_suite/imgui/include/backends/imgui_impl_metal.h +++ b/thirdparty/imgui_suite/imgui/include/backends/imgui_impl_metal.h @@ -2,8 +2,9 @@ // This needs to be used along with a Platform Backend (e.g. OSX) // Implemented features: -// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. @@ -14,6 +15,7 @@ // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // - Introduction, links and more at the top of imgui.cpp +#pragma once #include "imgui.h" // IMGUI_IMPL_API #ifndef IMGUI_DISABLE @@ -26,6 +28,7 @@ @class MTLRenderPassDescriptor; @protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id device); IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor); @@ -34,11 +37,12 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id commandEncoder); // Called by Init/NewFrame/Shutdown -IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(id device); -IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id device); IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. +IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex); + #endif //----------------------------------------------------------------------------- @@ -52,6 +56,7 @@ IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); #include #ifndef __OBJC__ +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device); IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor); @@ -60,11 +65,12 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, MTL::RenderCommandEncoder* commandEncoder); // Called by Init/NewFrame/Shutdown -IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device); -IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device); IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. +IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex); + #endif #endif diff --git a/thirdparty/imgui_suite/imgui/include/backends/imgui_impl_opengl2.h b/thirdparty/imgui_suite/imgui/include/backends/imgui_impl_opengl2.h index be8fb6cc50..cd18594414 100644 --- a/thirdparty/imgui_suite/imgui/include/backends/imgui_impl_opengl2.h +++ b/thirdparty/imgui_suite/imgui/include/backends/imgui_impl_opengl2.h @@ -2,8 +2,11 @@ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Missing features or Issues: +// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -25,15 +28,17 @@ #include "imgui.h" // IMGUI_IMPL_API #ifndef IMGUI_DISABLE +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); // Called by Init/NewFrame/Shutdown -IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); -IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. +IMGUI_IMPL_API void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex); + #endif // #ifndef IMGUI_DISABLE diff --git a/thirdparty/imgui_suite/imgui/include/backends/imgui_impl_opengl3.h b/thirdparty/imgui_suite/imgui/include/backends/imgui_impl_opengl3.h index ab779e0761..7855c43cf4 100644 --- a/thirdparty/imgui_suite/imgui/include/backends/imgui_impl_opengl3.h +++ b/thirdparty/imgui_suite/imgui/include/backends/imgui_impl_opengl3.h @@ -4,8 +4,9 @@ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!] +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // About WebGL/ES: @@ -30,21 +31,22 @@ #include "imgui.h" // IMGUI_IMPL_API #ifndef IMGUI_DISABLE -// Backend API +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr); IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); // (Optional) Called by Init/NewFrame/Shutdown -IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); -IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); -// Specific OpenGL ES versions -//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten -//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. +IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex); + +// Configuration flags to add in your imconfig file: +//#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten) +//#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android) // You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. #if !defined(IMGUI_IMPL_OPENGL_ES2) \ diff --git a/thirdparty/imgui_suite/imgui/include/backends/imgui_impl_opengl3_loader.h b/thirdparty/imgui_suite/imgui/include/backends/imgui_impl_opengl3_loader.h index 7ca72e378e..2c485841a8 100644 --- a/thirdparty/imgui_suite/imgui/include/backends/imgui_impl_opengl3_loader.h +++ b/thirdparty/imgui_suite/imgui/include/backends/imgui_impl_opengl3_loader.h @@ -10,7 +10,7 @@ // THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE. // // IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions): -// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCUDING 'imgui_impl_opengl3_loader.h' +// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCLUDING 'imgui_impl_opengl3_loader.h' // IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER. // (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS) // YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT. @@ -18,7 +18,7 @@ // WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT. // // Regenerate with: -// python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt +// python3 gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt // // More info: // https://github.com/dearimgui/gl3w_stripped @@ -166,7 +166,9 @@ typedef khronos_uint8_t GLubyte; #define GL_SCISSOR_BOX 0x0C10 #define GL_SCISSOR_TEST 0x0C11 #define GL_UNPACK_ROW_LENGTH 0x0CF2 +#define GL_UNPACK_ALIGNMENT 0x0CF5 #define GL_PACK_ALIGNMENT 0x0D05 +#define GL_MAX_TEXTURE_SIZE 0x0D33 #define GL_TEXTURE_2D 0x0DE1 #define GL_UNSIGNED_BYTE 0x1401 #define GL_UNSIGNED_SHORT 0x1403 @@ -178,9 +180,13 @@ typedef khronos_uint8_t GLubyte; #define GL_RENDERER 0x1F01 #define GL_VERSION 0x1F02 #define GL_EXTENSIONS 0x1F03 +#define GL_NEAREST 0x2600 #define GL_LINEAR 0x2601 #define GL_TEXTURE_MAG_FILTER 0x2800 #define GL_TEXTURE_MIN_FILTER 0x2801 +#define GL_TEXTURE_WRAP_S 0x2802 +#define GL_TEXTURE_WRAP_T 0x2803 +#define GL_REPEAT 0x2901 typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode); typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param); @@ -221,16 +227,21 @@ typedef khronos_float_t GLclampf; typedef double GLclampd; #define GL_TEXTURE_BINDING_2D 0x8069 typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices); +typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture); typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures); typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices); +GLAPI void APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture); GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures); GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures); #endif #endif /* GL_VERSION_1_1 */ +#ifndef GL_VERSION_1_2 +#define GL_CLAMP_TO_EDGE 0x812F +#endif /* GL_VERSION_1_2 */ #ifndef GL_VERSION_1_3 #define GL_TEXTURE0 0x84C0 #define GL_ACTIVE_TEXTURE 0x84E0 @@ -346,6 +357,10 @@ GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); #endif #endif /* GL_VERSION_2_0 */ +#ifndef GL_VERSION_2_1 +#define GL_PIXEL_UNPACK_BUFFER 0x88EC +#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF +#endif /* GL_VERSION_2_1 */ #ifndef GL_VERSION_3_0 typedef khronos_uint16_t GLhalf; #define GL_MAJOR_VERSION 0x821B @@ -386,9 +401,15 @@ GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum #ifndef GL_VERSION_3_3 #define GL_VERSION_3_3 1 #define GL_SAMPLER_BINDING 0x8919 +typedef void (APIENTRYP PFNGLGENSAMPLERSPROC) (GLsizei count, GLuint *samplers); +typedef void (APIENTRYP PFNGLDELETESAMPLERSPROC) (GLsizei count, const GLuint *samplers); typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler); +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIPROC) (GLuint sampler, GLenum pname, GLint param); #ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGenSamplers (GLsizei count, GLuint *samplers); +GLAPI void APIENTRY glDeleteSamplers (GLsizei count, const GLuint *samplers); GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler); +GLAPI void APIENTRY glSamplerParameteri (GLuint sampler, GLenum pname, GLint param); #endif #endif /* GL_VERSION_3_3 */ #ifndef GL_VERSION_4_1 @@ -463,12 +484,13 @@ typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc); /* gl3w api */ GL3W_API int imgl3wInit(void); GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc); +GL3W_API void imgl3wShutdown(void); GL3W_API int imgl3wIsSupported(int major, int minor); GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc); /* gl3w internal state */ -union GL3WProcs { - GL3WglProc ptr[59]; +union ImGL3WProcs { + GL3WglProc ptr[63]; struct { PFNGLACTIVETEXTUREPROC ActiveTexture; PFNGLATTACHSHADERPROC AttachShader; @@ -488,6 +510,7 @@ union GL3WProcs { PFNGLCREATESHADERPROC CreateShader; PFNGLDELETEBUFFERSPROC DeleteBuffers; PFNGLDELETEPROGRAMPROC DeleteProgram; + PFNGLDELETESAMPLERSPROC DeleteSamplers; PFNGLDELETESHADERPROC DeleteShader; PFNGLDELETETEXTURESPROC DeleteTextures; PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays; @@ -500,6 +523,7 @@ union GL3WProcs { PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray; PFNGLFLUSHPROC Flush; PFNGLGENBUFFERSPROC GenBuffers; + PFNGLGENSAMPLERSPROC GenSamplers; PFNGLGENTEXTURESPROC GenTextures; PFNGLGENVERTEXARRAYSPROC GenVertexArrays; PFNGLGETATTRIBLOCATIONPROC GetAttribLocation; @@ -520,10 +544,12 @@ union GL3WProcs { PFNGLPIXELSTOREIPROC PixelStorei; PFNGLPOLYGONMODEPROC PolygonMode; PFNGLREADPIXELSPROC ReadPixels; + PFNGLSAMPLERPARAMETERIPROC SamplerParameteri; PFNGLSCISSORPROC Scissor; PFNGLSHADERSOURCEPROC ShaderSource; PFNGLTEXIMAGE2DPROC TexImage2D; PFNGLTEXPARAMETERIPROC TexParameteri; + PFNGLTEXSUBIMAGE2DPROC TexSubImage2D; PFNGLUNIFORM1IPROC Uniform1i; PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv; PFNGLUSEPROGRAMPROC UseProgram; @@ -532,7 +558,7 @@ union GL3WProcs { } gl; }; -GL3W_API extern union GL3WProcs imgl3wProcs; +GL3W_API extern union ImGL3WProcs imgl3wProcs; /* OpenGL functions */ #define glActiveTexture imgl3wProcs.gl.ActiveTexture @@ -553,6 +579,7 @@ GL3W_API extern union GL3WProcs imgl3wProcs; #define glCreateShader imgl3wProcs.gl.CreateShader #define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers #define glDeleteProgram imgl3wProcs.gl.DeleteProgram +#define glDeleteSamplers imgl3wProcs.gl.DeleteSamplers #define glDeleteShader imgl3wProcs.gl.DeleteShader #define glDeleteTextures imgl3wProcs.gl.DeleteTextures #define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays @@ -565,6 +592,7 @@ GL3W_API extern union GL3WProcs imgl3wProcs; #define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray #define glFlush imgl3wProcs.gl.Flush #define glGenBuffers imgl3wProcs.gl.GenBuffers +#define glGenSamplers imgl3wProcs.gl.GenSamplers #define glGenTextures imgl3wProcs.gl.GenTextures #define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays #define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation @@ -585,10 +613,12 @@ GL3W_API extern union GL3WProcs imgl3wProcs; #define glPixelStorei imgl3wProcs.gl.PixelStorei #define glPolygonMode imgl3wProcs.gl.PolygonMode #define glReadPixels imgl3wProcs.gl.ReadPixels +#define glSamplerParameteri imgl3wProcs.gl.SamplerParameteri #define glScissor imgl3wProcs.gl.Scissor #define glShaderSource imgl3wProcs.gl.ShaderSource #define glTexImage2D imgl3wProcs.gl.TexImage2D #define glTexParameteri imgl3wProcs.gl.TexParameteri +#define glTexSubImage2D imgl3wProcs.gl.TexSubImage2D #define glUniform1i imgl3wProcs.gl.Uniform1i #define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv #define glUseProgram imgl3wProcs.gl.UseProgram @@ -608,7 +638,7 @@ extern "C" { #include -#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0])) +#define GL3W_ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0])) #if defined(_WIN32) #ifndef WIN32_LEAN_AND_MEAN @@ -616,7 +646,7 @@ extern "C" { #endif #include -static HMODULE libgl; +static HMODULE libgl = NULL; typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR); static GL3WglGetProcAddr wgl_get_proc_address; @@ -629,7 +659,7 @@ static int open_libgl(void) return GL3W_OK; } -static void close_libgl(void) { FreeLibrary(libgl); } +static void close_libgl(void) { FreeLibrary(libgl); libgl = NULL; } static GL3WglProc get_proc(const char *proc) { GL3WglProc res; @@ -641,7 +671,7 @@ static GL3WglProc get_proc(const char *proc) #elif defined(__APPLE__) #include -static void *libgl; +static void *libgl = NULL; static int open_libgl(void) { libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL); @@ -650,7 +680,7 @@ static int open_libgl(void) return GL3W_OK; } -static void close_libgl(void) { dlclose(libgl); } +static void close_libgl(void) { dlclose(libgl); libgl = NULL; } static GL3WglProc get_proc(const char *proc) { @@ -661,26 +691,127 @@ static GL3WglProc get_proc(const char *proc) #else #include -static void *libgl; -static GL3WglProc (*glx_get_proc_address)(const GLubyte *); +static void* libgl; // OpenGL library +static void* libglx; // GLX library +static void* libegl; // EGL library +static GL3WGetProcAddressProc gl_get_proc_address; + +static void close_libgl(void) +{ + if (libgl) { + dlclose(libgl); + libgl = NULL; + } + if (libegl) { + dlclose(libegl); + libegl = NULL; + } + if (libglx) { + dlclose(libglx); + libglx = NULL; + } +} + +static int is_library_loaded(const char* name, void** lib) +{ +#if defined(__HAIKU__) + *lib = NULL; // no support for RTLD_NOLOAD on Haiku. +#else + *lib = dlopen(name, RTLD_LAZY | RTLD_LOCAL | RTLD_NOLOAD); +#endif + return *lib != NULL; +} + +static int open_libs(void) +{ + // On Linux we have two APIs to get process addresses: EGL and GLX. + // EGL is supported under both X11 and Wayland, whereas GLX is X11-specific. + + libgl = NULL; + libegl = NULL; + libglx = NULL; + + // First check what's already loaded, the windowing library might have + // already loaded either EGL or GLX and we want to use the same one. + + if (is_library_loaded("libEGL.so.1", &libegl) || + is_library_loaded("libGLX.so.0", &libglx)) { + libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL); + if (libgl) + return GL3W_OK; + else + close_libgl(); + } + + if (is_library_loaded("libGL.so", &libgl)) + return GL3W_OK; + if (is_library_loaded("libGL.so.1", &libgl)) + return GL3W_OK; + if (is_library_loaded("libGL.so.3", &libgl)) + return GL3W_OK; + + // Neither is already loaded, so we have to load one. Try EGL first + // because it is supported under both X11 and Wayland. + + // Load OpenGL + EGL + libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL); + libegl = dlopen("libEGL.so.1", RTLD_LAZY | RTLD_LOCAL); + if (libgl && libegl) + return GL3W_OK; + else + close_libgl(); + + // Fall back to legacy libGL, which includes GLX + // While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983 + libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL); + if (!libgl) + libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL); + if (!libgl) + libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL); + + if (libgl) + return GL3W_OK; + + return GL3W_ERROR_LIBRARY_OPEN; +} static int open_libgl(void) { - libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL); - if (!libgl) + int res = open_libs(); + if (res) + return res; + + if (libegl) + *(void**)(&gl_get_proc_address) = dlsym(libegl, "eglGetProcAddress"); + else if (libglx) + *(void**)(&gl_get_proc_address) = dlsym(libglx, "glXGetProcAddressARB"); + else + *(void**)(&gl_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB"); + + if (!gl_get_proc_address) { + close_libgl(); return GL3W_ERROR_LIBRARY_OPEN; - *(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB"); + } + return GL3W_OK; } -static void close_libgl(void) { dlclose(libgl); } - -static GL3WglProc get_proc(const char *proc) +static GL3WglProc get_proc(const char* proc) { - GL3WglProc res; - res = glx_get_proc_address((const GLubyte *)proc); + GL3WglProc res = NULL; + + // Before EGL version 1.5, eglGetProcAddress doesn't support querying core + // functions and may return a dummy function if we try, so try to load the + // function from the GL library directly first. + if (libegl) + *(void**)(&res) = dlsym(libgl, proc); + if (!res) - *(void **)(&res) = dlsym(libgl, proc); + res = gl_get_proc_address(proc); + + if (!libegl && !res) + *(void**)(&res) = dlsym(libgl, proc); + return res; } #endif @@ -705,6 +836,7 @@ static int parse_version(void) } static void load_procs(GL3WGetProcAddressProc proc); +static void clear_procs(); int imgl3wInit(void) { @@ -721,6 +853,12 @@ int imgl3wInit2(GL3WGetProcAddressProc proc) return parse_version(); } +void imgl3wShutdown(void) +{ + close_libgl(); + clear_procs(); +} + int imgl3wIsSupported(int major, int minor) { if (major < 2) @@ -751,6 +889,7 @@ static const char *proc_names[] = { "glCreateShader", "glDeleteBuffers", "glDeleteProgram", + "glDeleteSamplers", "glDeleteShader", "glDeleteTextures", "glDeleteVertexArrays", @@ -763,6 +902,7 @@ static const char *proc_names[] = { "glEnableVertexAttribArray", "glFlush", "glGenBuffers", + "glGenSamplers", "glGenTextures", "glGenVertexArrays", "glGetAttribLocation", @@ -783,10 +923,12 @@ static const char *proc_names[] = { "glPixelStorei", "glPolygonMode", "glReadPixels", + "glSamplerParameteri", "glScissor", "glShaderSource", "glTexImage2D", "glTexParameteri", + "glTexSubImage2D", "glUniform1i", "glUniformMatrix4fv", "glUseProgram", @@ -794,15 +936,22 @@ static const char *proc_names[] = { "glViewport", }; -GL3W_API union GL3WProcs imgl3wProcs; +GL3W_API union ImGL3WProcs imgl3wProcs; static void load_procs(GL3WGetProcAddressProc proc) { size_t i; - for (i = 0; i < ARRAY_SIZE(proc_names); i++) + for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++) imgl3wProcs.ptr[i] = proc(proc_names[i]); } +static void clear_procs() +{ + size_t i; + for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++) + imgl3wProcs.ptr[i] = nullptr; +} + #ifdef __cplusplus } #endif diff --git a/thirdparty/imgui_suite/imgui/include/imconfig.h b/thirdparty/imgui_suite/imgui/include/imconfig.h index 291ce19954..41bd164ea6 100644 --- a/thirdparty/imgui_suite/imgui/include/imconfig.h +++ b/thirdparty/imgui_suite/imgui/include/imconfig.h @@ -15,26 +15,27 @@ #pragma once //---- Define assertion handler. Defaults to calling assert(). -// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. +// - If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. +// - Compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes. //#define IM_ASSERT(_EXPR) MyAssert(_EXPR) //#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts //---- Define attributes of all API symbols declarations, e.g. for DLL under Windows // Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. -// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() -// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. -//#define IMGUI_API __declspec( dllexport ) -//#define IMGUI_API __declspec( dllimport ) +// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. +//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export +//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import +//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden //---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names. //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS -//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions. //---- Disable all of Dear ImGui or don't implement standard windows/tools. // It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp. //#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. //#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. -//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowStackToolWindow() will be empty (this was called IMGUI_DISABLE_METRICS_WINDOW before 1.88). +//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty. //---- Don't implement some functions to reduce linkage requirements. //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a) @@ -42,20 +43,30 @@ //#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a) //#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME). //#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). +//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default platform_io.Platform_OpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")). //#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) //#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. //#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) //#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). +//#define IMGUI_DISABLE_DEFAULT_FONT // Disable default embedded fonts (ProggyClean/ProggyForever), remove ~9 KB + ~14 KB from output binary. AddFontDefaultXXX() functions will assert. //#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available -//---- Include imgui_user.h at the end of imgui.h as a convenience -//#define IMGUI_INCLUDE_IMGUI_USER_H +//---- Enable Test Engine / Automation features. +//#define IMGUI_ENABLE_TEST_ENGINE // Enable imgui_test_engine hooks. Generally set automatically by include "imgui_te_config.h", see Test Engine for details. -//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) +//---- Include imgui_user.h at the end of imgui.h as a convenience +// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. +//#define IMGUI_INCLUDE_IMGUI_USER_H +//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h" + +//---- Pack vertex colors as BGRA8 instead of RGBA8 (to avoid converting from one to another). Need dedicated backend support. //#define IMGUI_USE_BGRA_PACKED_COLOR -//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) +//---- Use legacy CRC32-adler tables (used before 1.91.6), in order to preserve old .ini data that you cannot afford to invalidate. +//#define IMGUI_USE_LEGACY_CRC32_ADLER + +//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) //#define IMGUI_USE_WCHAR32 //---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version @@ -73,13 +84,16 @@ //---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) // Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). +// Note that imgui_freetype.cpp may be used _without_ this define, if you manually call ImFontAtlas::SetFontLoader(). The define is simply a convenience. // On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. //#define IMGUI_ENABLE_FREETYPE -//---- Use FreeType+lunasvg library to render OpenType SVG fonts (SVGinOT) -// Requires lunasvg headers to be available in the include path + program to be linked with the lunasvg library (not provided). +//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT) // Only works in combination with IMGUI_ENABLE_FREETYPE. -// (implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement) +// - plutosvg is currently easier to install, as e.g. it is part of vcpkg. It will support more fonts and may load them faster. See misc/freetype/README for instructions. +// - Both require headers to be available in the include path + program to be linked with the library code (not provided). +// - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement) +//#define IMGUI_ENABLE_FREETYPE_PLUTOSVG //#define IMGUI_ENABLE_FREETYPE_LUNASVG //---- Use stb_truetype to build and rasterize the font atlas (default) @@ -117,6 +131,10 @@ //#define IM_DEBUG_BREAK IM_ASSERT(0) //#define IM_DEBUG_BREAK __debugbreak() +//---- Debug Tools: Enable highlight ID conflicts _before_ hovering items. When io.ConfigDebugHighlightIdConflicts is set. +// (THIS WILL SLOW DOWN DEAR IMGUI. Only use occasionally and disable after use) +//#define IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS + //---- Debug Tools: Enable slower asserts //#define IMGUI_DEBUG_PARANOID diff --git a/thirdparty/imgui_suite/imgui/include/imgui.h b/thirdparty/imgui_suite/imgui/include/imgui.h index d39ab35915..e14ef3ca00 100644 --- a/thirdparty/imgui_suite/imgui/include/imgui.h +++ b/thirdparty/imgui_suite/imgui/include/imgui.h @@ -1,50 +1,61 @@ -// dear imgui, v1.90 WIP +// dear imgui, v1.92.8 WIP // (headers) // Help: -// - See links below. // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. // - Read top of imgui.cpp for more details, links and comments. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including imgui.h (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. // Resources: -// - FAQ https://dearimgui.com/faq -// - Getting Started https://dearimgui.com/getting-started -// - Homepage https://github.com/ocornut/imgui -// - Releases & changelog https://github.com/ocornut/imgui/releases -// - Gallery https://github.com/ocornut/imgui/issues/6478 (please post your screenshots/video there!) -// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) -// - Glossary https://github.com/ocornut/imgui/wiki/Glossary -// - Issues & support https://github.com/ocornut/imgui/issues -// - Tests & Automation https://github.com/ocornut/imgui_test_engine +// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) +// - Homepage ................... https://github.com/ocornut/imgui +// - Releases & Changelog ....... https://github.com/ocornut/imgui/releases +// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!) +// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) +// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings + backends for various tech/engines) +// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui +// - Issues & support ........... https://github.com/ocornut/imgui/issues +// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps) +// - Web version of the Demo .... https://pthom.github.io/imgui_explorer (w/ source code browser) -// For first-time users having issues compiling/linking/running/loading fonts: +// For FIRST-TIME users having issues compiling/linking/running: // please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. -// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. +// EVERYTHING ELSE should be asked in 'Issues'! We are building a database of cross-linked knowledge there. +// Since 1.92, we encourage font loading questions to also be posted in 'Issues'. // Library Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') -#define IMGUI_VERSION "1.90 WIP" -#define IMGUI_VERSION_NUM 18992 -#define IMGUI_HAS_TABLE -#define IMGUI_HAS_VIEWPORT // Viewport WIP branch -#define IMGUI_HAS_DOCK // Docking WIP branch +#define IMGUI_VERSION "1.92.8 WIP" +#define IMGUI_VERSION_NUM 19271 +#define IMGUI_HAS_TABLE // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000 +#define IMGUI_HAS_TEXTURES // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198 +#define IMGUI_HAS_VIEWPORT // In 'docking' WIP branch. +#define IMGUI_HAS_DOCK // In 'docking' WIP branch. /* Index of this file: // [SECTION] Header mess // [SECTION] Forward declarations and basic types +// [SECTION] Texture identifiers (ImTextureID, ImTextureRef) // [SECTION] Dear ImGui end-user API functions // [SECTION] Flags & Enumerations -// [SECTION] Helpers: Memory allocations macros, ImVector<> +// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<> // [SECTION] ImGuiStyle // [SECTION] ImGuiIO -// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload) // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) +// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage) // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) -// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) +// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData) +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFontBaked, ImFont) // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) -// [SECTION] Platform Dependent Interfaces (ImGuiPlatformIO, ImGuiPlatformMonitor, ImGuiPlatformImeData) +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) // [SECTION] Obsolete functions and types */ @@ -81,16 +92,24 @@ Index of this file: #endif // Helper Macros +// (note: compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes.) #ifndef IM_ASSERT #include #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h #endif -#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! +#define IM_COUNTOF(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! #define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. -#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 +#define IM_STRINGIFY_HELPER(_EXPR) #_EXPR +#define IM_STRINGIFY(_EXPR) IM_STRINGIFY_HELPER(_EXPR) // Preprocessor idiom to stringify e.g. an integer or a macro. + +// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details. #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. +// (MSVC provides an equivalent mechanism via SAL Annotations but it requires the macros in a different +// location. e.g. #include + void myprintf(_Printf_format_string_ const char* format, ...), +// and only works when using Code Analysis, rather than just normal compiling). +// (see https://github.com/ocornut/imgui/issues/8871 for a patch to enable this for MSVC's Code Analysis) #if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__) #define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) #define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) @@ -122,115 +141,23 @@ Index of this file: #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' #endif #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' -#pragma clang diagnostic ignored "-Wold-style-cast" -#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant #pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type #elif defined(__GNUC__) #pragma GCC diagnostic push -#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind -#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif //----------------------------------------------------------------------------- // [SECTION] Forward declarations and basic types //----------------------------------------------------------------------------- -// Forward declarations -struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() -struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) -struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. -struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) -struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) -struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. -struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) -struct ImFont; // Runtime data for a single font within a parent ImFontAtlas -struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader -struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType). -struct ImFontConfig; // Configuration data when adding a font or merging fonts -struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) -struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data -struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) -struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) -struct ImGuiIO; // Main configuration and I/O between your application and ImGui -struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) -struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions. -struct ImGuiListClipper; // Helper to manually clip large list of items -struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame -struct ImGuiPayload; // User data payload for drag and drop operations -struct ImGuiPlatformIO; // Multi-viewport support: interface for Platform/Renderer backends + viewports to render -struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors -struct ImGuiPlatformImeData; // Platform IME data for io.SetPlatformImeDataFn() function. -struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) -struct ImGuiStorage; // Helper for key->value storage -struct ImGuiStyle; // Runtime data for styling/colors -struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more) -struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table -struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) -struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") -struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor -struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info) - -// Enumerations -// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration) -// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! -// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. -enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value) -enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen) -typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling -typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions -typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type -typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction -typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) -typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape -typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending) -typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling -typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() - -// Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file) -// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! -// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. -typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions -typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance -typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build -typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags -typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() -typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. -typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags -typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() -typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace() -typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() -typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() -typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. -typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() -typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for storage only for now: an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values. -typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() -typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() -typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. -typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() -typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() -typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable() -typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn() -typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow() -typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() -typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport -typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() - -// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type] -// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file. -// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details. -#ifndef ImTextureID -typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that) -#endif - -// ImDrawIdx: vertex index. [Compile-time configurable type] -// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended). -// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file. -#ifndef ImDrawIdx -typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends) -#endif - // Scalar data types typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string) typedef signed char ImS8; // 8-bit signed integer @@ -242,6 +169,109 @@ typedef unsigned int ImU32; // 32-bit unsigned integer (often used to st typedef signed long long ImS64; // 64-bit signed integer typedef unsigned long long ImU64; // 64-bit unsigned integer +// Forward declarations: ImDrawList, ImFontAtlas layer +struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() +struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) +struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. +struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) +struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) +struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. +struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) +struct ImFont; // Runtime data for a single font within a parent ImFontAtlas +struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader +struct ImFontAtlasBuilder; // Opaque storage for building a ImFontAtlas +struct ImFontAtlasRect; // Output of ImFontAtlas::GetCustomRect() when using custom rectangles. +struct ImFontBaked; // Baked data for a ImFont at a given size. +struct ImFontConfig; // Configuration data when adding a font or merging fonts +struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) +struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data +struct ImFontLoader; // Opaque interface to a font loading backend (stb_truetype, FreeType etc.). +struct ImTextureData; // Specs and pixel storage for a texture used by Dear ImGui. +struct ImTextureRect; // Coordinates of a rectangle within a texture. +struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) + +// Forward declarations: ImGui layer +struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) +struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO) +struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) +struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions. +struct ImGuiListClipper; // Helper to manually clip large list of items +struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block +struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame +struct ImGuiPayload; // User data payload for drag and drop operations +struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME, Multi-Viewport support). Extends ImGuiIO. +struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function. +struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors +struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests. +struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage. +struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO) +struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) +struct ImGuiStorage; // Helper for key->value storage (container sorted by key) +struct ImGuiStoragePair; // Helper for key->value storage (pair) +struct ImGuiStyle; // Runtime data for styling/colors +struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table +struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) +struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") +struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor +struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info) + +// Enumerations +// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. +enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down) +enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value) +enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen) +enum ImGuiSortDirection : ImU8; // -> enum ImGuiSortDirection // Enum: A sorting direction (ascending or descending) +typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling +typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions +typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type +typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) +typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape +typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling +typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() + +// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. +typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions +typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance +typedef int ImDrawTextFlags; // -> enum ImDrawTextFlags_ // Internal, do not use! +typedef int ImFontFlags; // -> enum ImFontFlags_ // Flags: for ImFont +typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas +typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags +typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() +typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild() +typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. +typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags +typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() +typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace() +typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() +typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() +typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. +typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut(), SetNextItemShortcut() +typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), shared by all items +typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values. +typedef int ImGuiListClipperFlags; // -> enum ImGuiListClipperFlags_// Flags: for ImGuiListClipper +typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() +typedef int ImGuiMultiSelectFlags; // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect() +typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() +typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() +typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() +typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable() +typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn() +typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow() +typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() +typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport +typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() + // Character types // (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. @@ -252,6 +282,11 @@ typedef ImWchar32 ImWchar; typedef ImWchar16 ImWchar; #endif +// Multi-Selection item index or identifier when using BeginMultiSelect() +// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure. +// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details. +typedef ImS64 ImGuiSelectionUserData; + // Callback and functions types typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() @@ -259,7 +294,8 @@ typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() // ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type] -// This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type. +// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. IM_MSVC_RUNTIME_CHECKS_OFF struct ImVec2 { @@ -285,6 +321,70 @@ struct ImVec4 }; IM_MSVC_RUNTIME_CHECKS_RESTORE +//----------------------------------------------------------------------------- +// [SECTION] Texture identifiers (ImTextureID, ImTextureRef) +//----------------------------------------------------------------------------- + +// ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system. +// [Compile-time configurable type] +// - When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value. +// (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`; +// Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.). +// - User may submit their own textures to e.g. ImGui::Image() function by passing this value. +// - During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a +// ImTextureRef, which is stored inside a ImDrawCmd. +// - Compile-time type configuration: +// - To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file. +// - This can be whatever to you want it to be! read the FAQ entry about textures for details. +// - You may decide to store a higher-level structure containing texture, sampler, shader etc. with various +// constructors if you like. You will need to implement ==/!= operators. +// History: +// - In v1.91.4 (2024/10/08): the default type for ImTextureID was changed from 'void*' to 'ImU64'. This allowed backends requiring 64-bit worth of data to build on 32-bit architectures. Use intermediary intptr_t cast and read FAQ if you have casting warnings. +// - In v1.92.0 (2025/06/11): added ImTextureRef which carry either a ImTextureID either a pointer to internal texture atlas. All user facing functions taking ImTextureID changed to ImTextureRef +#ifndef ImTextureID +typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that. +#endif + +// Define this if you need to change the invalid value for your backend. +// - If your backend is using ImTextureID to store an index/offset and you need 0 to be valid, You can add '#define ImTextureID_Invalid ((ImTextureID)-1)' in your imconfig.h file. +// - From 2026/03/12 to 2026/03/19 we experimented with changing to default to -1, but I worried it would cause too many issues in third-party code so it was reverted. +#ifndef ImTextureID_Invalid +#define ImTextureID_Invalid ((ImTextureID)0) +#endif + +// ImTextureRef = higher-level identifier for a texture. Store a ImTextureID _or_ a ImTextureData*. +// The identifier is valid even before the texture has been uploaded to the GPU/graphics system. +// This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`. +// This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering. +// - When a texture is created by user code (e.g. custom images), we directly store the low-level ImTextureID. +// Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side. +// - When a texture is created by the backend, we stores a ImTextureData* which becomes an indirection +// to extract the ImTextureID value during rendering, after texture upload has happened. +// - To create a ImTextureRef from a ImTextureData you can use ImTextureData::GetTexRef(). +// We intentionally do not provide an ImTextureRef constructor for this: we don't expect this +// to be frequently useful to the end-user, and it would be erroneously called by many legacy code. +// - If you want to bind the current atlas when using custom rectangle, you can use io.Fonts->TexRef. +// - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g. +// inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; } +// In 1.92 we changed most drawing functions using ImTextureID to use ImTextureRef. +// We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering. +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImTextureRef +{ + ImTextureRef() { _TexData = NULL; _TexID = ImTextureID_Invalid; } + ImTextureRef(ImTextureID tex_id) { _TexData = NULL; _TexID = tex_id; } +#if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(ImTextureID) + ImTextureRef(void* tex_id) { _TexData = NULL; _TexID = (ImTextureID)(size_t)tex_id; } // For legacy backends casting to ImTextureID +#endif + + inline ImTextureID GetTexID() const; // == (_TexData ? _TexData->TexID : _TexID) // Implemented below in the file. + + // Members (either are set, never both!) + ImTextureData* _TexData; // A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded. + ImTextureID _TexID; // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls. +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + //----------------------------------------------------------------------------- // [SECTION] Dear ImGui end-user API functions // (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) @@ -302,18 +402,19 @@ namespace ImGui IMGUI_API void SetCurrentContext(ImGuiContext* ctx); // Main - IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) - IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame! + IMGUI_API ImGuiIO& GetIO(); // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) + IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.) + IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame! IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData(). - IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). Call ImGui_ImplXXXX_RenderDrawData() function in your Renderer Backend to render. // Demo, Debug, Information IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc. IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events. - IMGUI_API void ShowStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID. + IMGUI_API void ShowIDStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID. IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. @@ -334,23 +435,33 @@ namespace ImGui // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin(). // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! - // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, - // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function - // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions + // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding + // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] // - Note that the bottom of window stack always contains a window called "Debug". IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); IMGUI_API void End(); // Child Windows // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. - // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400). - // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window. - // Always call a matching EndChild() for each BeginChild() call, regardless of its return value. - // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, - // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function - // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] - IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); - IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); + // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false". + // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true. + // Consider updating your old code: + // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None); + // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders); + // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)): + // == 0.0f: use remaining parent window size for this axis. + // > 0.0f: use specified size for this axis. + // < 0.0f: right/bottom-align to specified distance from available content boundaries. + // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents. + // Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended. + // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value. + // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions + // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding + // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0); + IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0); IMGUI_API void EndChild(); // Windows Utilities @@ -358,20 +469,20 @@ namespace ImGui IMGUI_API bool IsWindowAppearing(); IMGUI_API bool IsWindowCollapsed(); IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. - IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ! + IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport. - IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (note: it is unlikely you need to use this. Consider using current layout pos instead, GetScreenCursorPos()) - IMGUI_API ImVec2 GetWindowSize(); // get current window size (note: it is unlikely you need to use this. Consider using GetScreenCursorPos() and e.g. GetContentRegionAvail() instead) - IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) - IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) + IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) + IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) + IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x. + IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y. IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window. // Window manipulation // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() - IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints. + IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints. IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() @@ -382,20 +493,11 @@ namespace ImGui IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). - IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. - // Content region - // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful. - // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion) - IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() - IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates - IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates - IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be overridden with SetNextWindowContentSize(), in window coordinates - // Windows Scrolling // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin(). // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY(). @@ -410,19 +512,39 @@ namespace ImGui IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. - // Parameters stacks (shared) - IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font + // Parameters stacks (font) + // - PushFont(font, 0.0f) // Change font and keep current size + // - PushFont(NULL, 20.0f) // Keep font and change current size + // - PushFont(font, 20.0f) // Change font and set size to 20.0f + // - PushFont(font, style.FontSizeBase * 2.0f) // Change font and set size to be twice bigger than current size. + // - PushFont(font, font->LegacySize) // Change font and set size to size passed to AddFontXXX() function. Same as pre-1.92 behavior. + // *IMPORTANT* before 1.92, fonts had a single size. They can now be dynamically be adjusted. + // - In 1.92 we have REMOVED the single parameter version of PushFont() because it seems like the easiest way to provide an error-proof transition. + // - PushFont(font) before 1.92 = PushFont(font, font->LegacySize) after 1.92 // Use default font size as passed to AddFontXXX() function. + // *IMPORTANT* global scale factors are applied over the provided size. + // - Global scale factors are: 'style.FontScaleMain', 'style.FontScaleDpi' and maybe more. + // - If you want to apply a factor to the _current_ font size: + // - CORRECT: PushFont(NULL, style.FontSizeBase) // use current unscaled size == does nothing + // - CORRECT: PushFont(NULL, style.FontSizeBase * 2.0f) // use current unscaled size x2 == make text twice bigger + // - INCORRECT: PushFont(NULL, GetFontSize()) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE! + // - INCORRECT: PushFont(NULL, GetFontSize() * 2.0f) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE! + IMGUI_API void PushFont(ImFont* font, float font_size_base_unscaled); // Use NULL as a shortcut to keep current font. Use 0.0f to keep current size. IMGUI_API void PopFont(); + IMGUI_API ImFont* GetFont(); // get current font + IMGUI_API float GetFontSize(); // get current scaled font size (= height in pixels). AFTER global scale factors applied. *IMPORTANT* DO NOT PASS THIS VALUE TO PushFont()! Use ImGui::GetStyle().FontSizeBase to get value before global scale factors. + IMGUI_API ImFontBaked* GetFontBaked(); // get current font bound at current size // == GetFont()->GetFontBaked(GetFontSize()) + + // Parameters stacks (shared) IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame(). IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); IMGUI_API void PopStyleColor(int count = 1); - IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame(). - IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame(). + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame()! + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. " + IMGUI_API void PushStyleVarX(ImGuiStyleVar idx, float val_x); // modify X component of a style ImVec2 variable. " + IMGUI_API void PushStyleVarY(ImGuiStyleVar idx, float val_y); // modify Y component of a style ImVec2 variable. " IMGUI_API void PopStyleVar(int count = 1); - IMGUI_API void PushTabStop(bool tab_stop); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets - IMGUI_API void PopTabStop(); - IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. - IMGUI_API void PopButtonRepeat(); + IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true) + IMGUI_API void PopItemFlag(); // Parameters stacks (current window) IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). @@ -434,21 +556,34 @@ namespace ImGui // Style read access // - Use the ShowStyleEditor() function to interactively see/edit the colors. - IMGUI_API ImFont* GetFont(); // get current font - IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied - IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API + IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList - IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. - // Cursor / Layout + // Layout cursor positioning // - By "cursor" we mean the current output position. // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. + // - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail(). // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: - // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos() - // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. + // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward. + // - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos() + // - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM. + // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it. + IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API). + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND. + IMGUI_API ImVec2 GetContentRegionAvail(); // available space from current position. THIS IS YOUR BEST FRIEND. + IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window-local coordinates. This is not your best friend. + IMGUI_API float GetCursorPosX(); // [window-local] " + IMGUI_API float GetCursorPosY(); // [window-local] " + IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] " + IMGUI_API void SetCursorPosX(float local_x); // [window-local] " + IMGUI_API void SetCursorPosY(float local_y); // [window-local] " + IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version. + + // Other layout functions IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context. @@ -458,15 +593,6 @@ namespace ImGui IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0 IMGUI_API void BeginGroup(); // lock horizontal starting position IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) - IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position) - IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc. - IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList:: - IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system. - IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.) - IMGUI_API void SetCursorPosY(float local_y); // - IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates - IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode. - IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) IMGUI_API float GetTextLineHeight(); // ~ FontSize IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) @@ -492,6 +618,7 @@ namespace ImGui IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); IMGUI_API ImGuiID GetID(const void* ptr_id); + IMGUI_API ImGuiID GetID(int int_id); // Widgets: Text IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. @@ -507,13 +634,13 @@ namespace ImGui IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); - IMGUI_API void SeparatorText(const char* label); // currently: formatted text with an horizontal line + IMGUI_API void SeparatorText(const char* label); // currently: formatted text with a horizontal line // Widgets: Main // - Most widgets return true when the value has been changed or when pressed/selected // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button - IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text + IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape IMGUI_API bool Checkbox(const char* label, bool* v); @@ -523,11 +650,18 @@ namespace ImGui IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + IMGUI_API bool TextLink(const char* label); // hyperlink text button, return true when clicked + IMGUI_API bool TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked // Widgets: Images - // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples - IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0)); - IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); + // - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. + // - Image() pads adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side. + // - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. + // - An obsolete version of Image(), before 1.91.9 (March 2025), had a 'tint_col' parameter which is now supported by the ImageWithBg() function. + IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1)); + IMGUI_API void ImageWithBg(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); + IMGUI_API bool ImageButton(const char* str_id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Widgets: Combo Box (Dropdown) // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. @@ -539,13 +673,13 @@ namespace ImGui IMGUI_API bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1); // Widgets: Drag Sliders - // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - Ctrl+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v', // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. // - Format string may also be set to NULL or use the default format ("%f" or "%d"). - // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). - // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. + // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). + // - Use v_min < v_max to clamp edits to given limits. Note that Ctrl+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. @@ -564,7 +698,7 @@ namespace ImGui IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); // Widgets: Regular Sliders - // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - Ctrl+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. // - Format string may also be set to NULL or use the default format ("%f" or "%d"). // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. @@ -585,7 +719,7 @@ namespace ImGui IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); // Widgets: Input with Keyboard - // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. + // - If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp! // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); @@ -615,7 +749,7 @@ namespace ImGui // Widgets: Trees // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. IMGUI_API bool TreeNode(const char* label); - IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). + IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorrelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); @@ -624,13 +758,15 @@ namespace ImGui IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); - IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. + IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushID(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. IMGUI_API void TreePush(const void* ptr_id); // " - IMGUI_API void TreePop(); // ~ Unindent()+PopId() + IMGUI_API void TreePop(); // ~ Unindent()+PopID() IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. + IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id). + IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id); // retrieve tree node open/close state. // Widgets: Selectables // - A selectable highlights when hovered, and can display another color when selected. @@ -638,10 +774,23 @@ namespace ImGui IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. + // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA] + // - This enables standard multi-selection/range-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used. + // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else). + // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo. + // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree, + // which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo. + // - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them. + IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1); + IMGUI_API ImGuiMultiSelectIO* EndMultiSelect(); + IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data); + IMGUI_API bool IsItemToggledSelection(); // Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly. + // Widgets: List Boxes - // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes. - // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items. - // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created. + // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result. + // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items. + // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analogous to how Combos are created. // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region @@ -679,18 +828,19 @@ namespace ImGui // Tooltips // - Tooltips are windows following the mouse. They do not take focus away. - // - A tooltip window can contain items of any types. SetTooltip() is a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom. + // - A tooltip window can contain items of any types. + // - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip) IMGUI_API bool BeginTooltip(); // begin/append a tooltip window. IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true! IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip(). IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); // Tooltips: helpers for showing a tooltip when hovering an item - // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_Tooltip) && BeginTooltip())' idiom. - // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_Tooltip)) { SetTooltip(...); }' idiom. - // - Where 'ImGuiHoveredFlags_Tooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom. + // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom. + // - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered. - IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceeding item was hovered. override any previous call to SetTooltip(). + IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip(). IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); // Popups, Modals @@ -701,9 +851,7 @@ namespace ImGui // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. // This is sometimes leading to confusing mistakes. May rework this in the future. - - // Popups: begin/end functions - // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window. + // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window. // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar. IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. @@ -716,20 +864,23 @@ namespace ImGui // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. - // - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks - IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) + IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 0); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. - // Popups: open+begin combined functions helpers + // Popups: Open+Begin popup combined functions helpers to create context menus. // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. - // - They are convenient to easily create context menus, hence the name. // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. - // - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. - IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! - IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. - IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). + // - IMPORTANT: If you ever used the left mouse button with BeginPopupContextXXX() helpers before 1.92.6: + // - Before this version, OpenPopupOnItemClick(), BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid() had 'a ImGuiPopupFlags popup_flags = 1' default value in their function signature. + // - Before: Explicitly passing a literal 0 meant ImGuiPopupFlags_MouseButtonLeft. The default = 1 meant ImGuiPopupFlags_MouseButtonRight. + // - After: The default = 0 means ImGuiPopupFlags_MouseButtonRight. Explicitly passing a literal 1 also means ImGuiPopupFlags_MouseButtonRight (if legacy behavior are enabled) or will assert (if legacy behavior are disabled). + // - TL;DR: if you don't want to use right mouse button for popups, always specify it explicitly using a named ImGuiPopupFlags_MouseButtonXXXX value. + // - Read "API BREAKING CHANGES" 2026/01/07 (1.92.6) entry in imgui.cpp or GitHub topic #9157 for all details. + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 0); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 0);// open+begin popup when clicked on current window. + IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 0); // open+begin popup when clicked in void (where there are no windows). // Popups: query functions // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. @@ -753,16 +904,14 @@ namespace ImGui // TableNextColumn() will automatically wrap-around into the next row if needed. // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! // - Summary of possible call flow: - // -------------------------------------------------------------------------------------------------------- - // TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK - // TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK - // TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! - // TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! - // -------------------------------------------------------------------------------------------------------- + // - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK + // - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK + // - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! + // - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! // - 5. Call EndTable() - IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f); + IMGUI_API bool BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f); IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! - IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. + IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. 'min_row_height' include the minimum top and bottom padding aka CellPadding.y * 2.0f. IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. @@ -773,11 +922,12 @@ namespace ImGui // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody. // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in // some advanced use cases (e.g. adding custom widgets in header row). - // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. + // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. When freezing columns you would usually also use ImGuiTableColumnFlags_NoHide on them. IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0); IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. - IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) + IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu + IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW. // Tables: Sorting & Miscellaneous functions // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. @@ -788,15 +938,16 @@ namespace ImGui IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) IMGUI_API int TableGetColumnIndex(); // return current column index. - IMGUI_API int TableGetRowIndex(); // return current row index. + IMGUI_API int TableGetRowIndex(); // return current row index (header rows are accounted for) IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column. IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) + IMGUI_API int TableGetHoveredColumn(); // return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. // Legacy Columns API (prefer using Tables!) // - You can also use SameLine(pos_x) to mimic simplified columns. - IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); + IMGUI_API void Columns(int count = 1, const char* id = NULL, bool borders = true); IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished IMGUI_API int GetColumnIndex(); // get current column index IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column @@ -815,23 +966,31 @@ namespace ImGui IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. // Docking - // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. - // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! - // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. - // - Drag from window menu button (upper-left button) to undock an entire node (all windows). - // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. - // About dockspaces: - // - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport. - // This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent. - // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. - // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! - // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. - // e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. - IMGUI_API ImGuiID DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); - IMGUI_API ImGuiID DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + // - Read https://github.com/ocornut/imgui/wiki/Docking for details. + // - Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. + // - You can use many Docking facilities without calling any API. + // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. + // - Drag from window menu button (upper-left button) to undock an entire node (all windows). + // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. + // - DockSpaceOverViewport: + // - This is a helper to create an invisible window covering a viewport, then submit a DockSpace() into it. + // - Most applications can simply call DockSpaceOverViewport() once to allow docking windows into e.g. the edge of your screen. + // e.g. ImGui::NewFrame(); ImGui::DockSpaceOverViewport(); // Create a dockspace in main viewport. + // or: ImGui::NewFrame(); ImGui::DockSpaceOverViewport(0, nullptr, ImGuiDockNodeFlags_PassthruCentralNode); // Create a dockspace in main viewport, central node is transparent. + // - Dockspaces: + // - A dockspace is an explicit dock node within an existing window. + // - IMPORTANT: Dockspaces need to be submitted _before_ any window they can host. Submit them early in your frame! + // - IMPORTANT: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. + // If you have e.g. multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. + // - See 'Demo->Examples->Dockspace' or 'Demo->Examples->Documents' for more detailed demos. + // - Programmatic docking: + // - There is no public API yet other than the very limited SetNextWindowDockID() function. Sorry for that! + // - Read https://github.com/ocornut/imgui/wiki/Docking for examples of how to use current internal API. + IMGUI_API ImGuiID DockSpace(ImGuiID dockspace_id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship) - IMGUI_API ImGuiID GetWindowDockID(); + IMGUI_API ImGuiID GetWindowDockID(); // get dock id of current window, or 0 if not associated to any docking node. IMGUI_API bool IsWindowDocked(); // is current window docked into another window? // Logging/Capture @@ -855,12 +1014,13 @@ namespace ImGui IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! - IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type. + IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type. // Disabling [BETA API] // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) - // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. + // - Tooltips windows are automatically opted out of disabling. Note that IsItemHovered() by default returns false on disabled items, unless using ImGuiHoveredFlags_AllowWhenDisabled. + // - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) IMGUI_API void BeginDisabled(bool disabled = true); IMGUI_API void EndDisabled(); @@ -870,12 +1030,14 @@ namespace ImGui IMGUI_API void PopClipRect(); // Focus, Activation - // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item" - IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. + IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a newly appearing window. IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. + // Keyboard/Gamepad Navigation + IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse. + // Overlapping mode - IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this. + IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Typically useful with InvisibleButton(), Selectable(), TreeNode() covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this. // Item/Widgets Utilities and Query Functions // - Most of the functions are referring to the previous Item that has been submitted. @@ -897,6 +1059,7 @@ namespace ImGui IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) IMGUI_API ImVec2 GetItemRectSize(); // get size of last item + IMGUI_API ImGuiItemFlags GetItemFlags(); // get generic flags of last item // Viewports // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. @@ -905,10 +1068,8 @@ namespace ImGui IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. // Background/Foreground Draw Lists - IMGUI_API ImDrawList* GetBackgroundDrawList(); // get background draw list for the viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. - IMGUI_API ImDrawList* GetForegroundDrawList(); // get foreground draw list for the viewport associated to the current window. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. - IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. - IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport = NULL); // get background draw list for the given viewport or viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport = NULL); // get foreground draw list for the given viewport or viewport associated to the current window. this draw list will be the top-most rendered one. Useful to quickly draw shapes/text over dear imgui contents. // Miscellaneous Utilities IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. @@ -919,8 +1080,6 @@ namespace ImGui IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) IMGUI_API ImGuiStorage* GetStateStorage(); - IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame - IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window) // Text Utilities IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); @@ -931,19 +1090,50 @@ namespace ImGui IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); - // Inputs Utilities: Keyboard/Mouse/Gamepad + // Inputs Utilities: Raw Keyboard/Mouse/Gamepad Access + // - Consider using the Shortcut() function instead of IsKeyPressed()/IsKeyChordPressed()! Shortcut() is easier to use and better featured (can do focus routing check). // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...). - // - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values: - // - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey. - // - with IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined). + // - (legacy: before v1.87 (2022-02), we used ImGuiKey < 512 values to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921) IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held. - IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate + IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? Repeat rate uses io.KeyRepeatDelay / KeyRepeatRate. IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)? + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead. IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate - IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared. + IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names are provided for debugging purpose and are not meant to be saved persistently nor compared. IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call. - // Inputs Utilities: Mouse specific + // Inputs Utilities: Shortcut Testing & Routing + // - Typical use is e.g.: 'if (ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_S)) { ... }'. + // - Flags: Default route use ImGuiInputFlags_RouteFocused, but see ImGuiInputFlags_RouteGlobal and other options in ImGuiInputFlags_! + // - Flags: Use ImGuiInputFlags_Repeat to support repeat. + // - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super. + // ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments + // ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments + // only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values. + // - The general idea is that several callers may register interest in a shortcut, and only one owner gets it. + // Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut. + // Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts) + // Child2 -> no call // When Child2 is focused, Parent gets the shortcut. + // The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical. + // This is an important property as it facilitate working with foreign code or larger codebase. + // - To understand the difference: + // - IsKeyChordPressed() compares mods and call IsKeyPressed() + // -> the function has no side-effect. + // - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() + // -> the function has (desirable) side-effects as it can prevents another call from getting the route. + // - Visualize registered routes in 'Metrics/Debugger->Inputs'. + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); + IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); + + // Inputs Utilities: Key/Input Ownership [BETA] + // - One common use case would be to allow your items to disable standard inputs behaviors such + // as Tab or Alt key handling, Mouse Wheel scrolling, etc. + // e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling. + // - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them. + // - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version. + IMGUI_API void SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + + // Inputs Utilities: Mouse // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') @@ -951,18 +1141,19 @@ namespace ImGui IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1. IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true) + IMGUI_API bool IsMouseReleasedWithDelay(ImGuiMouseButton button, float delay); // delayed mouse release (use very sparingly!). Generally used with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount==1' test. This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single click on an icon to rename. IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0). IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) - IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) - IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) + IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f) + IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (uses io.MouseDraggingThreshold if lock_threshold < 0.0f) IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape - IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call. + IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instructs your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call. // Clipboard Utilities // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. @@ -979,8 +1170,17 @@ namespace ImGui IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. // Debug Utilities + // - Your main debugging friend is the ShowMetricsWindow() function. + // - Interactive tools are all accessible from the 'Dear ImGui Demo->Tools' menu. + // - Read https://github.com/ocornut/imgui/wiki/Debug-Tools for a description of all available debug tools. IMGUI_API void DebugTextEncoding(const char* text); + IMGUI_API void DebugFlashStyleColor(ImGuiCol idx); + IMGUI_API void DebugStartItemPicker(); IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code! + IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1); +#endif // Memory Allocators // - Those functions are not reliant on the current context. @@ -994,12 +1194,11 @@ namespace ImGui // (Optional) Platform/OS interface for multi-viewport support // Read comments around the ImGuiPlatformIO structure for more details. // Note: You may use GetWindowViewport() to get the current viewport of the current window. - IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // platform/renderer functions, for backend to setup + viewports list. - IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport. - IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs. - IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext(). - IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends. - IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.) + IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport. + IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs. + IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext(). + IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID viewport_id); // this is a helper for backends. + IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.) } // namespace ImGui @@ -1028,52 +1227,118 @@ enum ImGuiWindowFlags_ ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) - ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) - ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window - ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) - ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. - ImGuiWindowFlags_NoDocking = 1 << 21, // Disable docking of this window - + ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window + ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by Ctrl+Tab) + ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, // [Internal] - ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows. + ImGuiWindowFlags_DockNodeHost = 1 << 23, // Don't use! For internal use by Begin()/NewFrame() ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu() - ImGuiWindowFlags_DockNodeHost = 1 << 29, // Don't use! For internal use by Begin()/NewFrame() + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: moved to ImGuiChildFlags. BeginChild(name, size, 0, ImGuiWindowFlags_NavFlattened) --> BeginChild(name, size, ImGuiChildFlags_NavFlattened, 0) + //ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: moved to ImGuiChildFlags. BeginChild(name, size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding) --> BeginChild(name, size, ImGuiChildFlags_AlwaysUseWindowPadding, 0) +#endif +}; + +// Flags for ImGui::BeginChild() +// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.) +// About using AutoResizeX/AutoResizeY flags: +// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints"). +// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing. +// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped. +// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch. +// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view. +// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping. +enum ImGuiChildFlags_ +{ + ImGuiChildFlags_None = 0, + ImGuiChildFlags_Borders = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason) + ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense) + ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags) + ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). " + ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above. + ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above. + ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED. + ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding. + ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over parent border to this child or between sibling child windows. + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency. +#endif +}; + +// Flags for ImGui::PushItemFlag() +// (Those are shared by all submitted items) +enum ImGuiItemFlags_ +{ + ImGuiItemFlags_None = 0, // (Default) + ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav. + ImGuiItemFlags_NoNav = 1 << 1, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls). + ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items). + ImGuiItemFlags_ButtonRepeat = 1 << 3, // false // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held. + ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window. + ImGuiItemFlags_AllowDuplicateId = 1 << 5, // false // Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set. + ImGuiItemFlags_Disabled = 1 << 6, // false // [Internal] Disable interactions. DOES NOT affect visuals. This is used by BeginDisabled()/EndDisabled() and only provided here so you can read back via GetItemFlags(). }; // Flags for ImGui::InputText() // (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive) enum ImGuiInputTextFlags_ { + // Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter) ImGuiInputTextFlags_None = 0, ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef - ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z - ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs - ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus - ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function. - ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling) - ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling) - ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer. - ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. - ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field - ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter). - ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally - ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, // Overwrite mode - ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode - ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*' + ImGuiInputTextFlags_CharsScientific = 1 << 2, // Allow 0123456789.+-*/eE (Scientific notation input) + ImGuiInputTextFlags_CharsUppercase = 1 << 3, // Turn a..z into A..Z + ImGuiInputTextFlags_CharsNoBlank = 1 << 4, // Filter out spaces, tabs + + // Inputs + ImGuiInputTextFlags_AllowTabInput = 1 << 5, // Pressing TAB input a '\t' character into the text field + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 6, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using IsItemDeactivatedAfterEdit() instead! + ImGuiInputTextFlags_EscapeClearsAll = 1 << 7, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert) + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 8, // In multi-line mode: validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter). Note that Shift+Enter always enter a new line either way. + + // Other options + ImGuiInputTextFlags_ReadOnly = 1 << 9, // Read-only mode + ImGuiInputTextFlags_Password = 1 << 10, // Password mode, display all characters as '*', disable copy + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 11, // Overwrite mode + ImGuiInputTextFlags_AutoSelectAll = 1 << 12, // Select entire text when first taking mouse focus + ImGuiInputTextFlags_ParseEmptyRefVal = 1 << 13, // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value. + ImGuiInputTextFlags_DisplayEmptyRefVal = 1 << 14, // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal. + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). - ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) - ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) - ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) - ImGuiInputTextFlags_EscapeClearsAll = 1 << 20, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert) + + // Elide display / Alignment + ImGuiInputTextFlags_ElideLeft = 1 << 17, // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only! + + // Callback features + ImGuiInputTextFlags_CallbackCompletion = 1 << 18, // Callback on pressing TAB (for completion handling) + ImGuiInputTextFlags_CallbackHistory = 1 << 19, // Callback on pressing Up/Down arrows (for history handling) + ImGuiInputTextFlags_CallbackAlways = 1 << 20, // Callback on each iteration. User code may query cursor position, modify text buffer. + ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. + ImGuiInputTextFlags_CallbackResize = 1 << 22, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) + ImGuiInputTextFlags_CallbackEdit = 1 << 23, // Callback on any edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. + + // Multi-line Word-Wrapping [BETA] + // - Not well tested yet. Please report any incorrect cursor movement, selection behavior etc. bug to https://github.com/ocornut/imgui/issues/3237. + // - Wrapping style is not ideal. Wrapping of long words/sections (e.g. words larger than total available width) may be particularly unpleasing. + // - Wrapping width needs to always account for the possibility of a vertical scrollbar. + // - It is much slower than regular text fields. + // Ballpark estimate of cost on my 2019 desktop PC: for a 100 KB text buffer: +~0.3 ms (Optimized) / +~1.0 ms (Debug build). + // The CPU cost is very roughly proportional to text length, so a 10 KB buffer should cost about ten times less. + ImGuiInputTextFlags_WordWrap = 1 << 24, // InputTextMultiline(): word-wrap lines that are too long. // Obsolete names //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior @@ -1085,61 +1350,73 @@ enum ImGuiTreeNodeFlags_ ImGuiTreeNodeFlags_None = 0, ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader) - ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one + ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap(). ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open - ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node - ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open. - ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. + ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). Note: will always open a tree/id scope and return true. If you never use that scope, add ImGuiTreeNodeFlags_NoTreePushOnOpen. ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag! - ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding(). - ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default. - ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area). - ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) - //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node. + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode. + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area). + ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text. + ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (label will still fit in current column) + ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, // Label will span all columns of its container table + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_NavLeftJumpsToParent = 1 << 17, // Nav: left arrow moves back to parent. This is processed in TreePop() when there's an unfulfilled Left nav request remaining. ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, + // [EXPERIMENTAL] Draw lines connecting TreeNode hierarchy. Discuss in GitHub issue #2920. + // Default value is pulled from style.TreeLinesFlags. May be overridden in TreeNode calls. + ImGuiTreeNodeFlags_DrawLinesNone = 1 << 18, // No lines drawn + ImGuiTreeNodeFlags_DrawLinesFull = 1 << 19, // Horizontal lines to child nodes. Vertical line drawn down to TreePop() position: cover full contents. Faster (for large trees). + ImGuiTreeNodeFlags_DrawLinesToNodes = 1 << 20, // Horizontal lines to child nodes. Vertical line drawn down to bottom-most child node. Slower (for large trees). + #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7 + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = ImGuiTreeNodeFlags_NavLeftJumpsToParent, // Renamed in 1.92.0 + ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth, // Renamed in 1.90.7 + //ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7 #endif }; // Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. -// - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat -// small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags. -// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags. -// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0. -// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter -// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly. +// - IMPORTANT: If you ever used the left mouse button with BeginPopupContextXXX() helpers before 1.92.6: Read "API BREAKING CHANGES" 2026/01/07 (1.92.6) entry in imgui.cpp or GitHub topic #9157. // - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). enum ImGuiPopupFlags_ { ImGuiPopupFlags_None = 0, - ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left) - ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right) - ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle) - ImGuiPopupFlags_MouseButtonMask_ = 0x1F, - ImGuiPopupFlags_MouseButtonDefault_ = 1, - ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack - ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space - ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. - ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) + ImGuiPopupFlags_MouseButtonLeft = 1 << 2, // For BeginPopupContext*(): open on Left Mouse release. Only one button allowed! + ImGuiPopupFlags_MouseButtonRight = 2 << 2, // For BeginPopupContext*(): open on Right Mouse release. Only one button allowed! (default) + ImGuiPopupFlags_MouseButtonMiddle = 3 << 2, // For BeginPopupContext*(): open on Middle Mouse release. Only one button allowed! + ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation) + //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening. + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack + ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space + ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. + ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel, + ImGuiPopupFlags_MouseButtonShift_ = 2, // [Internal] + ImGuiPopupFlags_MouseButtonMask_ = 0x0C, // [Internal] + ImGuiPopupFlags_InvalidMask_ = 0x03, // [Internal] Reserve legacy bits 0-1 to detect incorrectly passing 1 or 2 to the function. }; // Flags for ImGui::Selectable() enum ImGuiSelectableFlags_ { ImGuiSelectableFlags_None = 0, - ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this doesn't close parent popup window - ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) + ImGuiSelectableFlags_NoAutoClosePopups = 1 << 0, // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups) + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column) ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text - ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one + ImGuiSelectableFlags_AllowOverlap = 1 << 4, // Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap(). + ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered + ImGuiSelectableFlags_SelectOnNav = 1 << 6, // Auto-select when moved into, unless Ctrl is held. Automatic when in a BeginMultiSelect() block. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7 + ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0 + //ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7 #endif }; @@ -1154,6 +1431,7 @@ enum ImGuiComboFlags_ ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button + ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest, }; @@ -1164,160 +1442,36 @@ enum ImGuiTabBarFlags_ ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup - ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab - ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit - ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit - ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, - ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown, + ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab + + // Fitting/Resize policy + ImGuiTabBarFlags_FittingPolicyMixed = 1 << 7, // Shrink down tabs when they don't fit, until width is style.TabMinWidthShrink, then enable scrolling buttons. + ImGuiTabBarFlags_FittingPolicyShrink = 1 << 8, // Shrink down tabs when they don't fit + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 9, // Enable scrolling buttons when tabs don't fit + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyMixed | ImGuiTabBarFlags_FittingPolicyShrink | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyMixed, + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiTabBarFlags_FittingPolicyResizeDown = ImGuiTabBarFlags_FittingPolicyShrink, // Renamed in 1.92.2 +#endif }; // Flags for ImGui::BeginTabItem() enum ImGuiTabItemFlags_ { ImGuiTabItemFlags_None = 0, - ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure. ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() - ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. - ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem() ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button) ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons) -}; - -// Flags for ImGui::BeginTable() -// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect. -// Read comments/demos carefully + experiment with live demos to get acquainted with them. -// - The DEFAULT sizing policies are: -// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. -// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. -// - When ScrollX is off: -// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. -// - Columns sizing policy allowed: Stretch (default), Fixed/Auto. -// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). -// - Stretch Columns will share the remaining width according to their respective weight. -// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. -// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. -// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). -// - When ScrollX is on: -// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed -// - Columns sizing policy allowed: Fixed/Auto mostly. -// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed. -// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. -// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). -// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. -// - Read on documentation at the top of imgui_tables.cpp for details. -enum ImGuiTableFlags_ -{ - // Features - ImGuiTableFlags_None = 0, - ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns. - ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers) - ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu. - ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate. - ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file. - ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow(). - // Decorations - ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually) - ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows. - ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom. - ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns. - ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides. - ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders. - ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders. - ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders. - ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders. - ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders. - ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style - ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style - // Sizing Policy (read above for defaults) - ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. - ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. - ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths. - ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn(). - // Sizing Extra Options - ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. - ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. - ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable. - ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth. - // Clipping - ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). - // Padding - ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers. - ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding. - ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). - // Scrolling - ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX. - ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. - // Sorting - ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). - ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). - - // [Internal] Combinations and masks - ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame, -}; - -// Flags for ImGui::TableSetupColumn() -enum ImGuiTableColumnFlags_ -{ - // Input configuration flags - ImGuiTableColumnFlags_None = 0, - ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state) - ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column. - ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column. - ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). - ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). - ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing. - ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. - ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column. - ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command). - ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). - ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction. - ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction. - ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit label for this column. Convenient for some small columns. Name will still appear in context menu. - ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width. - ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default). - ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column. - ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0). - ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. - - // Output status flags, read-only via TableGetColumnFlags() - ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. - ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling. - ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs - ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse - - // [Internal] Combinations and masks - ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, - ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, - ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, - ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) -}; - -// Flags for ImGui::TableNextRow() -enum ImGuiTableRowFlags_ -{ - ImGuiTableRowFlags_None = 0, - ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width) -}; - -// Enum for ImGui::TableSetBgColor() -// Background colors are rendering in 3 layers: -// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. -// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. -// - Layer 2: draw with CellBg color if set. -// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color. -// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. -// If you set the color of RowBg0 target, your color will override the existing RowBg0 color. -// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. -enum ImGuiTableBgTarget_ -{ - ImGuiTableBgTarget_None = 0, - ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) - ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) - ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color) + ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. }; // Flags for ImGui::IsWindowFocused() @@ -1349,7 +1503,7 @@ enum ImGuiHoveredFlags_ ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item. ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window. ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled - ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using gamepad/keyboard navigation state when active, always query mouse + ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow, ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows, @@ -1357,7 +1511,7 @@ enum ImGuiHoveredFlags_ // Tooltips mode // - typically used in IsItemHovered() + SetTooltip() sequence. // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior. - // e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + // e.g. 'HoverFlagsForTooltipMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled'. // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often. // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay. ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence. @@ -1403,12 +1557,19 @@ enum ImGuiDragDropFlags_ ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. - ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) + ImGuiDragDropFlags_PayloadAutoExpire = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) + ImGuiDragDropFlags_PayloadNoCrossContext = 1 << 6, // Hint to specify that the payload may not be copied outside current dear imgui context. + ImGuiDragDropFlags_PayloadNoCrossProcess = 1 << 7, // Hint to specify that the payload may not be copied outside current process. // AcceptDragDropPayload() flags ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. + ImGuiDragDropFlags_AcceptDrawAsHovered = 1 << 13, // Accepting item will render as if hovered. Useful for e.g. a Button() used as a drop target. ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiDragDropFlags_SourceAutoExpirePayload = ImGuiDragDropFlags_PayloadAutoExpire, // Renamed in 1.90.9 +#endif }; // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. @@ -1428,11 +1589,13 @@ enum ImGuiDataType_ ImGuiDataType_U64, // unsigned long long / unsigned __int64 ImGuiDataType_Float, // float ImGuiDataType_Double, // double + ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets) + ImGuiDataType_String, // char* (provided for user convenience, not supported by scalar widgets) ImGuiDataType_COUNT }; // A cardinal direction -enum ImGuiDir_ +enum ImGuiDir : int { ImGuiDir_None = -1, ImGuiDir_Left = 0, @@ -1443,7 +1606,7 @@ enum ImGuiDir_ }; // A sorting direction -enum ImGuiSortDirection_ +enum ImGuiSortDirection : ImU8 { ImGuiSortDirection_None = 0, ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc. @@ -1451,14 +1614,17 @@ enum ImGuiSortDirection_ }; // A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values. -// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87). -// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey. -// Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921 -// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter(). +// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87). +// Support for legacy keys was completely removed in 1.91.5. +// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921 +// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the latter are submitted via io.AddInputCharacter(). +// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps. enum ImGuiKey : int { // Keyboard ImGuiKey_None = 0, + ImGuiKey_NamedKey_BEGIN = 512, // First valid key value (other than 0) + ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN ImGuiKey_LeftArrow, ImGuiKey_RightArrow, @@ -1474,7 +1640,7 @@ enum ImGuiKey : int ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, - ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, + ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, // Also see ImGuiMod_Ctrl, ImGuiMod_Shift, ImGuiMod_Alt, ImGuiMod_Super below! ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper, ImGuiKey_Menu, ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9, @@ -1483,6 +1649,8 @@ enum ImGuiKey : int ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z, ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6, ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12, + ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18, + ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24, ImGuiKey_Apostrophe, // ' ImGuiKey_Comma, // , ImGuiKey_Minus, // - @@ -1508,33 +1676,38 @@ enum ImGuiKey : int ImGuiKey_KeypadAdd, ImGuiKey_KeypadEnter, ImGuiKey_KeypadEqual, + ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back" + ImGuiKey_AppForward, + ImGuiKey_Oem102, // Non-US backslash. - // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION + // Gamepad + // (analog values are 0.0f to 1.0f) // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets) - ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) - ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS) - ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows) - ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit - ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard - ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak - ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode) - ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode) - ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode) - ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode) - ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode) - ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode) - ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog] - ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog] - ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS) - ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS) - ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode) - ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode) - ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode) - ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode) - ImGuiKey_GamepadRStickLeft, // [Analog] - ImGuiKey_GamepadRStickRight, // [Analog] - ImGuiKey_GamepadRStickUp, // [Analog] - ImGuiKey_GamepadRStickDown, // [Analog] + // // XBOX | SWITCH | PLAYSTA. | -> ACTION + ImGuiKey_GamepadStart, // Menu | + | Options | + ImGuiKey_GamepadBack, // View | - | Share | + ImGuiKey_GamepadFaceLeft, // X | Y | Square | Toggle Menu. Hold for Windowing mode (Focus/Move/Resize windows) + ImGuiKey_GamepadFaceRight, // B | A | Circle | Cancel / Close / Exit + ImGuiKey_GamepadFaceUp, // Y | X | Triangle | Open Context Menu + ImGuiKey_GamepadFaceDown, // A | B | Cross | Activate / Open / Toggle. Hold for 0.60f to Activate in Text Input mode (e.g. wired to an on-screen keyboard). + ImGuiKey_GamepadDpadLeft, // D-pad Left | " | " | Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadRight, // D-pad Right | " | " | Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadUp, // D-pad Up | " | " | Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadDown, // D-pad Down | " | " | Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadL1, // L Bumper | L | L1 | Tweak Slower / Focus Previous (in Windowing mode) + ImGuiKey_GamepadR1, // R Bumper | R | R1 | Tweak Faster / Focus Next (in Windowing mode) + ImGuiKey_GamepadL2, // L Trigger | ZL | L2 | [Analog] + ImGuiKey_GamepadR2, // R Trigger | ZR | R2 | [Analog] + ImGuiKey_GamepadL3, // L Stick | L3 | L3 | + ImGuiKey_GamepadR3, // R Stick | R3 | R3 | + ImGuiKey_GamepadLStickLeft, // | | | [Analog] Move Window (in Windowing mode) + ImGuiKey_GamepadLStickRight, // | | | [Analog] Move Window (in Windowing mode) + ImGuiKey_GamepadLStickUp, // | | | [Analog] Move Window (in Windowing mode) + ImGuiKey_GamepadLStickDown, // | | | [Analog] Move Window (in Windowing mode) + ImGuiKey_GamepadRStickLeft, // | | | [Analog] + ImGuiKey_GamepadRStickRight, // | | | [Analog] + ImGuiKey_GamepadRStickUp, // | | | [Analog] + ImGuiKey_GamepadRStickDown, // | | | [Analog] // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls) // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API. @@ -1542,79 +1715,88 @@ enum ImGuiKey : int // [Internal] Reserved for mod storage ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper, - ImGuiKey_COUNT, + + // [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END. + ImGuiKey_NamedKey_END, + ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls) - // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing - // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc. + // - Any functions taking a ImGuiKeyChord parameter can binary-or those with regular keys, e.g. Shortcut(ImGuiMod_Ctrl | ImGuiKey_S). + // - Those are written back into io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper for convenience, + // but may be accessed via standard key API such as IsKeyPressed(), IsKeyReleased(), querying duration etc. // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl). // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user... + // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call. ImGuiMod_None = 0, - ImGuiMod_Ctrl = 1 << 12, // Ctrl + ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS) ImGuiMod_Shift = 1 << 13, // Shift ImGuiMod_Alt = 1 << 14, // Option/Menu - ImGuiMod_Super = 1 << 15, // Cmd/Super/Windows - ImGuiMod_Shortcut = 1 << 11, // Alias for Ctrl (non-macOS) _or_ Super (macOS). - ImGuiMod_Mask_ = 0xF800, // 5-bits - - // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array. - // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE) - // If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END. - ImGuiKey_NamedKey_BEGIN = 512, - ImGuiKey_NamedKey_END = ImGuiKey_COUNT, - ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, -#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO - ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys - ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index. -#else - ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys - ImGuiKey_KeysData_OFFSET = 0, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index. -#endif + ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS) + ImGuiMod_Mask_ = 0xF000, // 4-bits #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89 - ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87 + ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was misleading (since named keys don't start at 0 anymore) + ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl + //ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89 + //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87 #endif }; -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO -// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[]. -// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set. -// Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. -enum ImGuiNavInput +// Flags for Shortcut(), SetNextItemShortcut(), +// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h) +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +enum ImGuiInputFlags_ { - ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown, - ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast, - ImGuiNavInput_COUNT, + ImGuiInputFlags_None = 0, + ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. + + // Flags for Shortcut(), SetNextItemShortcut() + // - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal. + // - Default policy is RouteFocused. Can select only 1 policy among all available. + ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only. + ImGuiInputFlags_RouteFocused = 1 << 11, // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window. + ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route). + ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly. + // - Routing options + ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route). + ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. Ctrl+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active. + ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. + ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window. + + // Flags for SetNextItemShortcut() + ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out) }; -#endif // Configuration flags stored in io.ConfigFlags. Set by user/application. +// Note that nowadays most of our configuration options are in other ImGuiIO fields, e.g. io.ConfigWindowsMoveFromTitleBarOnly. enum ImGuiConfigFlags_ { ImGuiConfigFlags_None = 0, - ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate. + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + Space/Enter to activate. Note: some features such as basic Tabbing and CtrL+Tab are enabled by regardless of this flag (and may be disabled via other means, see #4828, #9218). ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad. - ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth. - ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. - ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend. + ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions. ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. + ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states. // [BETA] Docking - ImGuiConfigFlags_DockingEnable = 1 << 6, // Docking enable flags. + ImGuiConfigFlags_DockingEnable = 1 << 7, // Docking enable flags. // [BETA] Viewports // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable. ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends) - ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application. - ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress. - // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui) + // [Unused] User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui) ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos + ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard + ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 14, // [moved/renamed in 1.92.0] -> use bool io.ConfigDpiScaleFonts + ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 15, // [moved/renamed in 1.92.0] -> use bool io.ConfigDpiScaleViewports +#endif }; // Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. @@ -1623,13 +1805,15 @@ enum ImGuiBackendFlags_ ImGuiBackendFlags_None = 0, ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected. ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. - ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set). ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. + ImGuiBackendFlags_RendererHasTextures = 1 << 4, // Backend Renderer supports ImTextureData requests to create/update/destroy textures. This enables incremental texture updates and texture reloads. See https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for instructions on how to upgrade your custom backend. - // [BETA] Viewports - ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports. - ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under. - ImGuiBackendFlags_RendererHasViewports = 1 << 12, // Backend Renderer supports multiple viewports. + // [BETA] Multi-Viewports + ImGuiBackendFlags_RendererHasViewports = 1 << 10, // Backend Renderer supports multiple viewports. + ImGuiBackendFlags_PlatformHasViewports = 1 << 11, // Backend Platform supports multiple viewports. + ImGuiBackendFlags_HasMouseHoveredViewport=1 << 12, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under. + ImGuiBackendFlags_HasParentViewport = 1 << 13, // Backend Platform supports honoring viewport->ParentViewport/ParentViewportId value, by applying the corresponding parent/child relation at the Platform level. }; // Enumeration for PushStyleColor() / PopStyleColor() @@ -1645,15 +1829,15 @@ enum ImGuiCol_ ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive, - ImGuiCol_TitleBg, - ImGuiCol_TitleBgActive, - ImGuiCol_TitleBgCollapsed, + ImGuiCol_TitleBg, // Title bar + ImGuiCol_TitleBgActive, // Title bar when focused + ImGuiCol_TitleBgCollapsed, // Title bar when collapsed ImGuiCol_MenuBarBg, ImGuiCol_ScrollbarBg, ImGuiCol_ScrollbarGrab, ImGuiCol_ScrollbarGrabHovered, ImGuiCol_ScrollbarGrabActive, - ImGuiCol_CheckMark, + ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle ImGuiCol_SliderGrab, ImGuiCol_SliderGrabActive, ImGuiCol_Button, @@ -1668,11 +1852,14 @@ enum ImGuiCol_ ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows. ImGuiCol_ResizeGripHovered, ImGuiCol_ResizeGripActive, - ImGuiCol_Tab, // TabItem in a TabBar - ImGuiCol_TabHovered, - ImGuiCol_TabActive, - ImGuiCol_TabUnfocused, - ImGuiCol_TabUnfocusedActive, + ImGuiCol_InputTextCursor, // InputText cursor/caret + ImGuiCol_TabHovered, // Tab background, when hovered + ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected + ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected + ImGuiCol_TabSelectedOverline, // Tab horizontal overline, when tab-bar is focused & tab is selected + ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected + ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected + ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected ImGuiCol_DockingPreview, // Preview overlay color when about to docking something ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it) ImGuiCol_PlotLines, @@ -1684,55 +1871,79 @@ enum ImGuiCol_ ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here) ImGuiCol_TableRowBg, // Table row background (even rows) ImGuiCol_TableRowBgAlt, // Table row background (odd rows) - ImGuiCol_TextSelectedBg, - ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target - ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item - ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB - ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active + ImGuiCol_TextLink, // Hyperlink color + ImGuiCol_TextSelectedBg, // Selected text inside an InputText + ImGuiCol_TreeLines, // Tree node hierarchy outlines when using ImGuiTreeNodeFlags_DrawLines + ImGuiCol_DragDropTarget, // Rectangle border highlighting a drop target + ImGuiCol_DragDropTargetBg, // Rectangle background highlighting a drop target + ImGuiCol_UnsavedMarker, // Unsaved Document marker (in window title and tabs) + ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible + ImGuiCol_NavWindowingHighlight, // Highlight window when using Ctrl+Tab + ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the Ctrl+Tab window list, when active ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active - ImGuiCol_COUNT + ImGuiCol_COUNT, + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9] + ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9] + ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9] + ImGuiCol_NavHighlight = ImGuiCol_NavCursor, // [renamed in 1.91.4] +#endif }; // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. // - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. // During initialization or between frames, feel free to just poke into ImGuiStyle directly. // - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. -// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. // - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. enum ImGuiStyleVar_ { - // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) - ImGuiStyleVar_Alpha, // float Alpha - ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha - ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding - ImGuiStyleVar_WindowRounding, // float WindowRounding - ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize - ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize - ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign - ImGuiStyleVar_ChildRounding, // float ChildRounding - ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize - ImGuiStyleVar_PopupRounding, // float PopupRounding - ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize - ImGuiStyleVar_FramePadding, // ImVec2 FramePadding - ImGuiStyleVar_FrameRounding, // float FrameRounding - ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize - ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing - ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing - ImGuiStyleVar_IndentSpacing, // float IndentSpacing - ImGuiStyleVar_CellPadding, // ImVec2 CellPadding - ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize - ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding - ImGuiStyleVar_GrabMinSize, // float GrabMinSize - ImGuiStyleVar_GrabRounding, // float GrabRounding - ImGuiStyleVar_TabRounding, // float TabRounding - ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize - ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign - ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign - ImGuiStyleVar_SeparatorTextBorderSize,// float SeparatorTextBorderSize - ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign - ImGuiStyleVar_SeparatorTextPadding,// ImVec2 SeparatorTextPadding - ImGuiStyleVar_DockingSeparatorSize,// float DockingSeparatorSize + // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) + ImGuiStyleVar_Alpha, // float Alpha + ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha + ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding + ImGuiStyleVar_WindowRounding, // float WindowRounding + ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize + ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize + ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign + ImGuiStyleVar_ChildRounding, // float ChildRounding + ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize + ImGuiStyleVar_PopupRounding, // float PopupRounding + ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize + ImGuiStyleVar_FramePadding, // ImVec2 FramePadding + ImGuiStyleVar_FrameRounding, // float FrameRounding + ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize + ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing + ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing + ImGuiStyleVar_IndentSpacing, // float IndentSpacing + ImGuiStyleVar_CellPadding, // ImVec2 CellPadding + ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize + ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding + ImGuiStyleVar_ScrollbarPadding, // float ScrollbarPadding + ImGuiStyleVar_GrabMinSize, // float GrabMinSize + ImGuiStyleVar_GrabRounding, // float GrabRounding + ImGuiStyleVar_ImageRounding, // float ImageRounding + ImGuiStyleVar_ImageBorderSize, // float ImageBorderSize + ImGuiStyleVar_TabRounding, // float TabRounding + ImGuiStyleVar_TabBorderSize, // float TabBorderSize + ImGuiStyleVar_TabMinWidthBase, // float TabMinWidthBase + ImGuiStyleVar_TabMinWidthShrink, // float TabMinWidthShrink + ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize + ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize + ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle + ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign + ImGuiStyleVar_TreeLinesSize, // float TreeLinesSize + ImGuiStyleVar_TreeLinesRounding, // float TreeLinesRounding + ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign + ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign + ImGuiStyleVar_SeparatorSize, // float SeparatorSize + ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize + ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign + ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding + ImGuiStyleVar_DockingSeparatorSize, // float DockingSeparatorSize ImGuiStyleVar_COUNT }; @@ -1743,10 +1954,9 @@ enum ImGuiButtonFlags_ ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default) ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button - - // [Internal] - ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, - ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft, + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal] + ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default. + ImGuiButtonFlags_AllowOverlap = 1 << 12, // Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap(). }; // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() @@ -1761,13 +1971,20 @@ enum ImGuiColorEditFlags_ ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead. - ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. + ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target/source. ColorButton: disable drag and drop source. ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) + ImGuiColorEditFlags_NoColorMarkers = 1 << 11, // // ColorEdit: disable rendering R/G/B/A color marker. May also be disabled globally by setting style.ColorMarkerSize = 0. + + // Alpha preview + // - Prior to 1.91.8 (2025/01/21): alpha was made opaque in the preview by default using old name ImGuiColorEditFlags_AlphaPreview. + // - We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior. + // - The new flags may be combined better and allow finer controls. + ImGuiColorEditFlags_AlphaOpaque = 1 << 12, // // ColorEdit, ColorPicker, ColorButton: disable alpha in the preview,. Contrary to _NoAlpha it may still be edited when calling ColorEdit4()/ColorPicker4(). For ColorButton() this does the same as _NoAlpha. + ImGuiColorEditFlags_AlphaNoBg = 1 << 13, // // ColorEdit, ColorPicker, ColorButton: disable rendering a checkerboard background behind transparent color. + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 14, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half transparent preview. // User Options (right-click on widget to change some of them). - ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. - ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. - ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. + ImGuiColorEditFlags_AlphaBar = 1 << 18, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " @@ -1784,29 +2001,35 @@ enum ImGuiColorEditFlags_ ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, // [Internal] Masks + ImGuiColorEditFlags_AlphaMask_ = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque | ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf, ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV, // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiColorEditFlags_AlphaPreview = 0, // Removed in 1.91.8. This is the default now. Will display a checkerboard unless ImGuiColorEditFlags_AlphaNoBg is set. +#endif //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] }; // Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. // We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. -// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigDragClickToInputText) +// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText) enum ImGuiSliderFlags_ { - ImGuiSliderFlags_None = 0, - ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds. - ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. - ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits) - ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget - ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. - - // Obsolete names - //ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79] + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits). + ImGuiSliderFlags_NoInput = 1 << 7, // Disable Ctrl+Click or Enter key allowing to input text directly into the widget. + ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now. + ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with Ctrl+Click. By default Ctrl+Click allows going out of bounds. + ImGuiSliderFlags_ClampZeroRange = 1 << 10, // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it. + ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic. + ImGuiSliderFlags_ColorMarkers = 1 << 12, // DragScalarN(), SliderScalarN(): Draw R/G/B/A color markers on each component. + ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange, + ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from legacy API (obsoleted 2020-08) that has got miscast to this enum, and will trigger an assert if needed. }; // Identify a mouse button. @@ -1832,6 +2055,8 @@ enum ImGuiMouseCursor_ ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_Wait, // When waiting for something to process/load. + ImGuiMouseCursor_Progress, // When waiting for something to process/load, but application is still interactive. ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. ImGuiMouseCursor_COUNT }; @@ -1848,7 +2073,7 @@ enum ImGuiMouseSource : int ImGuiMouseSource_COUNT }; -// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions +// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions // Represent a condition. // Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. enum ImGuiCond_ @@ -1861,9 +2086,183 @@ enum ImGuiCond_ }; //----------------------------------------------------------------------------- -// [SECTION] Helpers: Memory allocations macros, ImVector<> +// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) //----------------------------------------------------------------------------- +// Flags for ImGui::BeginTable() +// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect. +// Read comments/demos carefully + experiment with live demos to get acquainted with them. +// - The DEFAULT sizing policies are: +// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. +// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. +// - When ScrollX is off: +// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. +// - Columns sizing policy allowed: Stretch (default), Fixed/Auto. +// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). +// - Stretch Columns will share the remaining width according to their respective weight. +// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. +// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). +// - When ScrollX is on: +// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed +// - Columns sizing policy allowed: Fixed/Auto mostly. +// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed. +// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. +// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). +// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. +// - Read on documentation at the top of imgui_tables.cpp for details. +enum ImGuiTableFlags_ +{ + // Features + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns. + ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row. (Need calling TableSetupColumn() + TableHeadersRow() to display headers, or using ImGuiTableFlags_ContextMenuInBody to access context-menu without headers). + ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu. + ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate. + ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width, visibility and sort settings in the .ini file. + ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will also display table context menu. By default it is available in TableHeadersRow(). + // Decorations + ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually) + ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows. + ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom. + ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns. + ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides. + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders. + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders. + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders. + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders. + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders. + ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style + // Sizing Policy (read above for defaults) + ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. + ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. + ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths. + ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn(). + // Sizing Extra Options + ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. + ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable. + ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth. + // Clipping + ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). + // Padding + ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers. + ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding. + ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). + // Scrolling + ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX. + ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. + // Sorting + ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). + ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). + // Miscellaneous + ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight) + + // [Internal] Combinations and masks + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame, +}; + +// Flags for ImGui::TableSetupColumn() +enum ImGuiTableColumnFlags_ +{ + // Input configuration flags + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state) + ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column. + ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column. + ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). + ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). + ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing. + ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. + ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column. + ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command). + ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction. + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction. + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will submit an empty label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. You may append into this cell by calling TableSetColumnIndex() right after the TableHeadersRow() call. + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width. + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default). + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column. + ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0). + ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. + ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row. + + // Output status flags, read-only via TableGetColumnFlags() + ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. + ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling. + ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs + ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse + + // [Internal] Combinations and masks + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) +}; + +// Flags for ImGui::TableNextRow() +enum ImGuiTableRowFlags_ +{ + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width) +}; + +// Enum for ImGui::TableSetBgColor() +// Background colors are rendering in 3 layers: +// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. +// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. +// - Layer 2: draw with CellBg color if set. +// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color. +// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. +// If you set the color of RowBg0 target, your color will override the existing RowBg0 color. +// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. +enum ImGuiTableBgTarget_ +{ + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) + ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) + ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color) +}; + +// Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +// Obtained by calling TableGetSortSpecs(). +// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. +// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! +struct ImGuiTableSortSpecs +{ + const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array. + int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. + bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. + + ImGuiTableSortSpecs() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Sorting specification for one column of a table (sizeof == 12 bytes) +struct ImGuiTableColumnSortSpecs +{ + ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call) + ImS16 ColumnIndex; // Index of the column + ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) + ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + + ImGuiTableColumnSortSpecs() { memset((void*)this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<> +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Debug Logging into ShowDebugLogWindow(), tty and more. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__) +#else +#define IMGUI_DEBUG_LOG(...) ((void)0) +#endif + //----------------------------------------------------------------------------- // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. @@ -1906,7 +2305,7 @@ struct ImVector // Constructors, destructor inline ImVector() { Size = Capacity = 0; Data = NULL; } inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } - inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } + inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); if (Data && src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything @@ -1966,11 +2365,18 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE struct ImGuiStyle { + // Font scaling + // - recap: ImGui::GetFontSize() == FontSizeBase * (FontScaleMain * FontScaleDpi * other_scaling_factors) + float FontSizeBase; // Current base font size before external global factors are applied. Use PushFont(NULL, size) to modify. Use ImGui::GetFontSize() to obtain scaled value. + float FontScaleMain; // Main global scale factor. May be set by application once, or exposed to end-user. + float FontScaleDpi; // Additional global scale factor from viewport/monitor contents scale. In docking branch: when io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI. + float Alpha; // Global alpha applies to everything in Dear ImGui. float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. ImVec2 WindowPadding; // Padding within a window. float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + float WindowBorderHoverPadding; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders. ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints(). ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. @@ -1983,27 +2389,45 @@ struct ImGuiStyle float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). - ImVec2 CellPadding; // Padding within a table cell. CellPadding.y may be altered between different rows. + ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. float ScrollbarRounding; // Radius of grab corners for scrollbar. + float ScrollbarPadding; // Padding of scrollbar grab within its frame (same for both axes). float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + float ImageRounding; // Rounding of Image() calls. + float ImageBorderSize; // Thickness of border around Image() calls. float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. float TabBorderSize; // Thickness of border around tabs. - float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + float TabMinWidthBase; // Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected. + float TabMinWidthShrink; // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy. + float TabCloseButtonMinWidthSelected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. + float TabCloseButtonMinWidthUnselected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected. float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar. + float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees). + ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell + ImGuiTreeNodeFlags TreeLinesFlags; // Default way to draw lines connecting TreeNode hierarchy. ImGuiTreeNodeFlags_DrawLinesNone or ImGuiTreeNodeFlags_DrawLinesFull or ImGuiTreeNodeFlags_DrawLinesToNodes. + float TreeLinesSize; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines. + float TreeLinesRounding; // Radius of lines connecting child nodes to the vertical line. + float DragDropTargetRounding; // Radius of the drag and drop target frame. + float DragDropTargetBorderSize; // Thickness of the drag and drop target border. + float DragDropTargetPadding; // Size to expand the drag and drop target from actual target item size. + float ColorMarkerSize; // Size of R/G/B/A color markers for ColorEdit4() and for Drags/Sliders when using ImGuiSliderFlags_ColorMarkers. ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. - float SeparatorTextBorderSize; // Thickkness of border in SeparatorText() + float SeparatorSize; // Thickness of border in Separator() + float SeparatorTextBorderSize; // Thickness of border in SeparatorText() ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. - ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. - ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! + ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen. + ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured). + bool DockingNodeHasCloseButton; // Docking node has their own CloseButton() to close all docked windows. float DockingSeparatorSize; // Thickness of resizing border between docked windows float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). @@ -2011,6 +2435,8 @@ struct ImGuiStyle bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + + // Colors ImVec4 Colors[ImGuiCol_COUNT]; // Behaviors @@ -2021,8 +2447,18 @@ struct ImGuiStyle ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. - IMGUI_API ImGuiStyle(); - IMGUI_API void ScaleAllSizes(float scale_factor); + // [Internal] + float _MainScale; // FIXME-WIP: Reference scale, as applied by ScaleAllSizes(). PLEASE DO NOT USE THIS FOR NOW. + float _NextFrameFontSizeBase; // FIXME: Temporary hack until we finish remaining work. + + // Functions + IMGUI_API ImGuiStyle(); + IMGUI_API void ScaleAllSizes(float scale_factor); // Scale all spacing/padding/thickness values. Do not scale fonts. + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // TabMinWidthForCloseButton = TabCloseButtonMinWidthUnselected // Renamed in 1.91.9. +#endif }; //----------------------------------------------------------------------------- @@ -2030,6 +2466,11 @@ struct ImGuiStyle //----------------------------------------------------------------------------- // Communicate most settings and inputs/outputs to Dear ImGui using this structure. // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. +// It is generally expected that: +// - initialization: backends and user code writes to ImGuiIO. +// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO. +//----------------------------------------------------------------------------- +// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc. //----------------------------------------------------------------------------- // [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. @@ -2048,23 +2489,33 @@ struct ImGuiIO // Configuration // Default value //------------------------------------------------------------------ - ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. + ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc. ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. - ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame. + ImVec2 DisplaySize; // // Main display size, in pixels (== GetMainViewport()->Size). May change every frame. + ImVec2 DisplayFramebufferScale; // = (1, 1) // Main display density. For retina display where window coordinates are different from framebuffer coordinates. This will affect font density + will end up in ImDrawData::FramebufferScale. float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame. float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). void* UserData; // = NULL // Store your own data. + // Font system ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. - float FontGlobalScale; // = 1.0f // Global scale all fonts - bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. - ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. + bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with Ctrl+Wheel. + + // Keyboard/Gamepad Navigation options + bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout. + bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true. + bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set. + bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on. + bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem). + bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor. + bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible. // Docking options (when ImGuiConfigFlags_DockingEnable is set) bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. + bool ConfigDockingNoDockingOver; // = false // Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows. bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. @@ -2073,17 +2524,26 @@ struct ImGuiIO bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport. bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it. bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). - bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = , expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows. + bool ConfigViewportsNoDefaultParent; // = true // When false: set secondary viewports' ParentViewportId to main viewport ID by default. Expects the platform backend to setup a parent/child relationship between the OS windows based on this value. Some backend may ignore this. Set to true if you want viewports to automatically be parent of main viewport, otherwise all viewports will be top-level OS windows. + bool ConfigViewportsPlatformFocusSetsImGuiFocus;//= true // When a platform window is focused (e.g. using Alt+Tab, clicking Platform Title Bar), apply corresponding focus on imgui windows (may clear focus/active id from imgui windows location in other platform windows). In principle this is better enabled but we provide an opt-out, because some Linux window managers tend to eagerly focus windows (e.g. on mouse hover, or even a simple window pos/size change). + + // DPI/Scaling options + // This may keep evolving during 1.92.x releases. Expect some turbulence. + bool ConfigDpiScaleFonts; // = false // [EXPERIMENTAL] Automatically overwrite style.FontScaleDpi when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now. + bool ConfigDpiScaleViewports; // = false // [EXPERIMENTAL] Scale Dear ImGui and Platform Windows when Monitor DPI changes. // Miscellaneous options + // (you can visualize and interact with all options in 'Demo->Configuration') bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. - bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. + bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). - bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only). + bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will reactivate item and select all text (single-line only). bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. - bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) - bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. + bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. + bool ConfigWindowsCopyContentsWithCtrlC; // = false // [EXPERIMENTAL] Ctrl+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order. + bool ConfigScrollbarScrollByPage; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location. float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. // Inputs Behaviors @@ -2098,26 +2558,59 @@ struct ImGuiIO // Debug options //------------------------------------------------------------------ + // Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL] + // - Error recovery is provided as a way to facilitate: + // - Recovery after a programming error (native code or scripting language - the latter tends to facilitate iterating on code while running). + // - Recovery after running an exception handler or any error processing which may skip code after an error has been detected. + // - Error recovery is not perfect nor guaranteed! It is a feature to ease development. + // You not are not supposed to rely on it in the course of a normal application run. + // - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT(). + // - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked! + // - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls! + // Otherwise it would severely hinder your ability to catch and correct mistakes! + // Read https://github.com/ocornut/imgui/wiki/Error-Handling for details. + // - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!) + // - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.) + // - Recovery after error/exception: record stack sizes with ErrorRecoveryStoreState(), disable assert, set log callback (to e.g. trigger high-level breakpoint), recover with ErrorRecoveryTryToRecoverState(), restore settings. + bool ConfigErrorRecovery; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled. + bool ConfigErrorRecoveryEnableAssert; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR() + bool ConfigErrorRecoveryEnableDebugLog; // = true // Enable debug log output on recoverable errors. + bool ConfigErrorRecoveryEnableTooltip; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled. + + // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro. + // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability. + // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application. + // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version. + bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK(). + + // Tools to detect code submitting items with conflicting/duplicate IDs + // - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers. + // - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead! + // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system + bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message popup when multiple items have conflicting identifiers. + bool ConfigDebugHighlightIdConflictsShowItemPicker;//=true // Show "Item Picker" button in aforementioned popup. + // Tools to test correct Begin/End and BeginChild/EndChild behaviors. - // Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX() - // This is inconsistent with other BeginXXX functions and create confusion for many users. - // We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior. + // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX() + // - This is inconsistent with other BeginXXX functions and create confusion for many users. + // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior. bool ConfigDebugBeginReturnValueOnce;// = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows. bool ConfigDebugBeginReturnValueLoop;// = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running. - // Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data. - // Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them. - // Consider using e.g. Win32's IsDebuggerPresent() as an additional filter (or see ImOsIsDebuggerPresent() in imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version). - bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys() in input processing. + // Option to deactivate io.AddFocusEvent(false) handling. + // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data. + // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them. + bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing. // Option to audit .ini data bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower) //------------------------------------------------------------------ - // Platform Functions + // Platform Identifiers // (the imgui_impl_xxxx backend files are setting those up for you) //------------------------------------------------------------------ + // Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons. // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff. const char* BackendPlatformName; // = NULL const char* BackendRendererName; // = NULL @@ -2125,24 +2618,6 @@ struct ImGuiIO void* BackendRendererUserData; // = NULL // User data for renderer backend void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend - // Optional: Access OS clipboard - // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) - const char* (*GetClipboardTextFn)(void* user_data); - void (*SetClipboardTextFn)(void* user_data, const char* text); - void* ClipboardUserData; - - // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) - // (default to use native imm32 api on Windows) - void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - void* ImeWindowHandle; // = NULL // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. -#else - void* _UnusedPadding; // Unused field to keep data structure the same size. -#endif - - // Optional: Platform locale - ImWchar PlatformLocaleDecimalPoint; // '.' // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point - //------------------------------------------------------------------ // Input - Call before calling NewFrame() //------------------------------------------------------------------ @@ -2163,10 +2638,8 @@ struct ImGuiIO IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode. IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. IMGUI_API void ClearEventsQueue(); // Clear all incoming events. - IMGUI_API void ClearInputKeys(); // Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - IMGUI_API void ClearInputCharacters(); // [Obsolete] Clear the current frame text input buffer. Now included within ClearInputKeys(). -#endif + IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. + IMGUI_API void ClearInputMouse(); // Clear current mouse state. //------------------------------------------------------------------ // Output - Updated by NewFrame() or EndFrame()/Render() @@ -2177,27 +2650,17 @@ struct ImGuiIO bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). - bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. + bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled. bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. - bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). + bool NavVisible; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events). float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally. int MetricsRenderVertices; // Vertices output during last call to Render() int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 int MetricsRenderWindows; // Number of visible windows int MetricsActiveWindows; // Number of active windows - int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. - // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame. - // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent(). - // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. - bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow. - float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. -#endif - //------------------------------------------------------------------ // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! //------------------------------------------------------------------ @@ -2209,18 +2672,18 @@ struct ImGuiIO // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere) ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. - float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll. + float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold Shift to turn vertical scroll into horizontal scroll. float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends. ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen). ImGuiID MouseHoveredViewport; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows). - bool KeyCtrl; // Keyboard modifier down: Control + bool KeyCtrl; // Keyboard modifier down: Ctrl (non-macOS), Cmd (macOS) bool KeyShift; // Keyboard modifier down: Shift bool KeyAlt; // Keyboard modifier down: Alt - bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows + bool KeySuper; // Keyboard modifier down: Windows/Super (non-macOS), Ctrl (macOS) // Other state maintained from data above + IO function calls - ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. DOES NOT CONTAINS ImGuiMod_Shortcut which is pretranslated). Read-only, updated by NewFrame() - ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this. + ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags). Read-only, updated by NewFrame() + ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. MUST use 'key - ImGuiKey_NamedKey_BEGIN' as index. Use IsKeyXXX() functions to access this. bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) ImVec2 MouseClickedPos[5]; // Position at time of clicking @@ -2230,9 +2693,11 @@ struct ImGuiIO ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. bool MouseReleased[5]; // Mouse button went from Down to !Down + double MouseReleasedTime[5]; // Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click). bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window. - bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system. + bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding Shift requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system. + bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a Ctrl+Click that spawned a simulated right click float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) float MouseDownDurationPrev[5]; // Previous time the mouse button has been down ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point @@ -2240,22 +2705,42 @@ struct ImGuiIO float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. bool AppFocusLost; // Only modify via AddFocusEvent() bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents() - ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[] - bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16() ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. + // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame. + // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent(). + // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) + // Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) + // Read https://github.com/ocornut/imgui/issues/4921 for details. + //int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. + //bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow. + //float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. + //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + float FontGlobalScale; // Moved io.FontGlobalScale to style.FontScaleMain in 1.92 (June 2025) + + // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO. + // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete). + const char* (*GetClipboardTextFn)(void* user_data); + void (*SetClipboardTextFn)(void* user_data, const char* text); + void* ClipboardUserData; + + //void ClearInputCharacters() { InputQueueCharacters.resize(0); } // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue. +#endif + IMGUI_API ImGuiIO(); }; //----------------------------------------------------------------------------- -// [SECTION] Misc data structures +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) //----------------------------------------------------------------------------- // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. // The callback function should return 0 by default. // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) -// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) +// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. // - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration // - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB // - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows @@ -2267,18 +2752,22 @@ struct ImGuiInputTextCallbackData ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only void* UserData; // What user passed to InputText() // Read-only + ImGuiID ID; // Widget ID // Read-only // Arguments for the different callback events + // - During Resize callback, Buf will be same as your input buffer. + // - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback. // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary. // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state. - ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] + ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; + bool EventActivated; // Input field just got activated // Read-only // [Always] + bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() - int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 - bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] + int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land: == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 int CursorPos; // // Read-write // [Completion,History,Always] - int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) + int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection int SelectionEnd; // // Read-write // [Completion,History,Always] // Helper functions for text manipulation. @@ -2286,9 +2775,10 @@ struct ImGuiInputTextCallbackData IMGUI_API ImGuiInputTextCallbackData(); IMGUI_API void DeleteChars(int pos, int bytes_count); IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); - void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; } - void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; } - bool HasSelection() const { return SelectionStart != SelectionEnd; } + void SelectAll() { SelectionStart = 0; CursorPos = SelectionEnd = BufTextLen; } + void SetSelection(int s, int e) { IM_ASSERT(s >= 0 && s <= BufTextLen); IM_ASSERT(e >= 0 && e <= BufTextLen); SelectionStart = s; CursorPos = SelectionEnd = e; } + void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; } + bool HasSelection() const { return SelectionStart != SelectionEnd; } }; // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). @@ -2312,14 +2802,16 @@ struct ImGuiWindowClass { ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others. ImGuiID ParentViewportId; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not. + ImGuiID FocusRouteParentWindowId; // ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused. ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing. ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!) bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override? + void* PlatformIconData; // [EXPERIMENTAL] Pass opaque data for Platform backend to handle. - ImGuiWindowClass() { memset(this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; } + ImGuiWindowClass() { memset((void*)this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; } }; // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() @@ -2344,30 +2836,6 @@ struct ImGuiPayload bool IsDelivery() const { return Delivery; } }; -// Sorting specification for one column of a table (sizeof == 12 bytes) -struct ImGuiTableColumnSortSpecs -{ - ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call) - ImS16 ColumnIndex; // Index of the column - ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) - ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending - - ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); } -}; - -// Sorting specifications for a table (often handling sort specs for a single column, occasionally more) -// Obtained by calling TableGetSortSpecs(). -// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. -// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! -struct ImGuiTableSortSpecs -{ - const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array. - int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. - bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. - - ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); } -}; - //----------------------------------------------------------------------------- // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) //----------------------------------------------------------------------------- @@ -2425,10 +2893,11 @@ struct ImGuiTextBuffer ImGuiTextBuffer() { } inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } - const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator + const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator int size() const { return Buf.Size ? Buf.Size - 1 : 0; } bool empty() const { return Buf.Size <= 1; } void clear() { Buf.clear(); } + void resize(int size) { if (Buf.Size > size) Buf.Data[size] = 0; Buf.resize(size ? size + 1 : 0, 0); } // Similar to resize(0) on ImVector: empty string but don't free buffer. void reserve(int capacity) { Buf.reserve(capacity); } const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } IMGUI_API void append(const char* str, const char* str_end = NULL); @@ -2436,6 +2905,16 @@ struct ImGuiTextBuffer IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); }; +// [Internal] Key+Value for ImGuiStorage +struct ImGuiStoragePair +{ + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; + ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; } + ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; } + ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; } +}; + // Helper: Key->Value storage // Typically you don't have to worry about this since a storage is held within each Window. // We use it to e.g. store collapse state for a tree (Int 0/1) @@ -2447,15 +2926,6 @@ struct ImGuiTextBuffer struct ImGuiStorage { // [Internal] - struct ImGuiStoragePair - { - ImGuiID key; - union { int val_i; float val_f; void* val_p; }; - ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } - ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } - ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } - }; - ImVector Data; // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) @@ -2480,11 +2950,21 @@ struct ImGuiStorage IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); - // Use on your own storage if you know only integer are being stored (open/close all tree nodes) + // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. + IMGUI_API void BuildSortByKey(); + // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes) IMGUI_API void SetAllInt(int val); - // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. - IMGUI_API void BuildSortByKey(); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //typedef ::ImGuiStoragePair ImGuiStoragePair; // 1.90.8: moved type outside struct +#endif +}; + +// Flags for ImGuiListClipper (currently not fully exposed in function calls: a future refactor will likely add this to ImGuiListClipper::Begin function equivalent) +enum ImGuiListClipperFlags_ +{ + ImGuiListClipperFlags_None = 0, + ImGuiListClipperFlags_NoSetTableRowCounters = 1 << 0, // [Internal] Disabled modifying table row counters. Avoid assumption that 1 clipper item == 1 table row. }; // Helper: Manually clip large list of items. @@ -2509,15 +2989,18 @@ struct ImGuiStorage // - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. struct ImGuiListClipper { - ImGuiContext* Ctx; // Parent UI context int DisplayStart; // First item to display, updated by each call to Step() int DisplayEnd; // End of items to display (exclusive) + int UserIndex; // Helper storage for user convenience/code. Optional, and otherwise unused if you don't use it. int ItemsCount; // [Internal] Number of items float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it - float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed + ImGuiListClipperFlags Flags; // [Internal] Flags, currently not yet well exposed. + double StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed + double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows. + ImGuiContext* Ctx; // [Internal] Parent UI context void* TempData; // [Internal] Internal data - // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step) + // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step, and you can call SeekCursorForItem() manually if you need) // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). IMGUI_API ImGuiListClipper(); IMGUI_API ~ImGuiListClipper(); @@ -2530,41 +3013,67 @@ struct ImGuiListClipper inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); } IMGUI_API void IncludeItemsByIndex(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped. + // Seek cursor toward given item. This is automatically called while stepping. + // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time. + // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count). + IMGUI_API void SeekCursorForItem(int item_index); + #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9] - inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6] - //inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] + //inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9] + //inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6] + //inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset((void*)this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] #endif }; // Helpers: ImVec2/ImVec4 operators // - It is important that we are keeping those disabled by default so they don't leak in user space. // - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h) -// - You can use '#define IMGUI_DEFINE_MATH_OPERATORS' to import our operators, provided as a courtesy. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. #ifdef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED IM_MSVC_RUNTIME_CHECKS_OFF -static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } -static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } -static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } -static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } -static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } -static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } -static inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); } -static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } -static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } -static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } -static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } -static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } -static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } -static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } -static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } -static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } +// ImVec2 operators +inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } +inline ImVec2 operator*(const float lhs, const ImVec2& rhs) { return ImVec2(lhs * rhs.x, lhs * rhs.y); } +inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } +inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } +inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } +inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } +inline ImVec2 operator+(const ImVec2& lhs) { return lhs; } +inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); } +inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } +inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } +inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } +inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } +inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } +inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } +inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; } +inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; } +// ImVec4 operators +inline ImVec4 operator*(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x * rhs, lhs.y * rhs, lhs.z * rhs, lhs.w * rhs); } +inline ImVec4 operator*(const float lhs, const ImVec4& rhs) { return ImVec4(lhs * rhs.x, lhs * rhs.y, lhs * rhs.z, lhs * rhs.w); } +inline ImVec4 operator/(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x / rhs, lhs.y / rhs, lhs.z / rhs, lhs.w / rhs); } +inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } +inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } +inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } +inline ImVec4 operator/(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x / rhs.x, lhs.y / rhs.y, lhs.z / rhs.z, lhs.w / rhs.w); } +inline ImVec4 operator+(const ImVec4& lhs) { return lhs; } +inline ImVec4 operator-(const ImVec4& lhs) { return ImVec4(-lhs.x, -lhs.y, -lhs.z, -lhs.w); } +inline ImVec4& operator*=(ImVec4& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; lhs.z *= rhs; lhs.w *= rhs; return lhs; } +inline ImVec4& operator/=(ImVec4& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; lhs.z /= rhs; lhs.w /= rhs; return lhs; } +inline ImVec4& operator+=(ImVec4& lhs, const ImVec4& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; lhs.z += rhs.z; lhs.w += rhs.w; return lhs; } +inline ImVec4& operator-=(ImVec4& lhs, const ImVec4& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; lhs.z -= rhs.z; lhs.w -= rhs.w; return lhs; } +inline ImVec4& operator*=(ImVec4& lhs, const ImVec4& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; lhs.z *= rhs.z; lhs.w *= rhs.w; return lhs; } +inline ImVec4& operator/=(ImVec4& lhs, const ImVec4& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; lhs.z /= rhs.z; lhs.w /= rhs.w; return lhs; } +inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; } +inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; } IM_MSVC_RUNTIME_CHECKS_RESTORE #endif // Helpers macros to generate 32-bit encoded colors -// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file. +// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file. +// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9. #ifndef IM_COL32_R_SHIFT #ifdef IMGUI_USE_BGRA_PACKED_COLOR #define IM_COL32_R_SHIFT 16 @@ -2606,6 +3115,162 @@ struct ImColor static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); } }; +//----------------------------------------------------------------------------- +// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage) +//----------------------------------------------------------------------------- + +// Multi-selection system +// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select +// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this. +// - This system implements standard multi-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc) +// with support for clipper (skipping non-visible items), box-select and many other details. +// - Selectable(), Checkbox() are supported but custom widgets may use it as well. +// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree, +// which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it. +// - In the spirit of Dear ImGui design, your code owns actual selection data. +// This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash. +// About ImGuiSelectionBasicStorage: +// - This is an optional helper to store a selection state and apply selection requests. +// - It is used by our demos and provided as a convenience to quickly implement multi-selection. +// Usage: +// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set. +// - Store and maintain actual selection data using persistent object identifiers. +// - Usage flow: +// BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result. +// - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6. +// - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and pass to clipper.IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple clipper.IncludeItemByIndex(ms_io->RangeSrcItem) call will work. +// LOOP - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls. +// END - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result. +// - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2. +// If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps. +// About ImGuiSelectionUserData: +// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData(). +// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO. +// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because +// SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection. +// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData. +// Our system never assume that you identify items by indices, it never attempts to interpolate between two values. +// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate +// between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work. +// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*, +// being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside. + +// Flags for BeginMultiSelect() +enum ImGuiMultiSelectFlags_ +{ + ImGuiMultiSelectFlags_None = 0, + ImGuiMultiSelectFlags_SingleSelect = 1 << 0, // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho! + ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable Ctrl+A shortcut to select all. + ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests. + ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes). + ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes). + ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item. + ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space. + ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items. + ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting and moving mouse near edges of scope. + ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused. + ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, // Clear selection when clicking on empty location within scope. + ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window. + ImGuiMultiSelectFlags_ScopeRect = 1 << 12, // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window. + ImGuiMultiSelectFlags_SelectOnAuto = 1 << 13, // Apply selection on mouse down when clicking on unselected item, on mouse up when clicking on selected item. (Default) + ImGuiMultiSelectFlags_SelectOnClickAlways = 1 << 14, // Apply selection on mouse down when clicking on any items. Prevents Drag and Drop from being used on multiple-selection, but allows e.g. BoxSelect to always reselect even when clicking inside an existing selection. (Excel style behavior) + ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 15, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection. + //ImGuiMultiSelectFlags_RangeSelect2d = 1 << 15, // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does. + ImGuiMultiSelectFlags_NavWrapX = 1 << 16, // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one. + ImGuiMultiSelectFlags_NoSelectOnRightClick = 1 << 17, // Disable default right-click processing, which selects item on mouse down, and is designed for context-menus. + ImGuiMultiSelectFlags_SelectOnMask_ = ImGuiMultiSelectFlags_SelectOnAuto | ImGuiMultiSelectFlags_SelectOnClickAlways | ImGuiMultiSelectFlags_SelectOnClickRelease, + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiMultiSelectFlags_SelectOnClick = ImGuiMultiSelectFlags_SelectOnAuto, // RENAMED in 1.92.6 +#endif +}; + +// Main IO structure returned by BeginMultiSelect()/EndMultiSelect(). +// This mainly contains a list of selection requests. +// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen. +// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo) +// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code. +struct ImGuiMultiSelectIO +{ + //------------------------------------------// BeginMultiSelect / EndMultiSelect + ImVector Requests; // ms:w, app:r / ms:w app:r // Requests to apply to your selection data. + ImGuiSelectionUserData RangeSrcItem; // ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted. + ImGuiSelectionUserData NavIdItem; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items). + bool NavIdSelected; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items). + bool RangeSrcReset; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection). + int ItemsCount; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally. +}; + +// Selection request type +enum ImGuiSelectionRequestType +{ + ImGuiSelectionRequestType_None = 0, + ImGuiSelectionRequestType_SetAll, // Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index) + ImGuiSelectionRequestType_SetRange, // Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false. +}; + +// Selection request item +struct ImGuiSelectionRequest +{ + //------------------------------------------// BeginMultiSelect / EndMultiSelect + ImGuiSelectionRequestType Type; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range. + bool Selected; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect) + ImS8 RangeDirection; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click. + ImGuiSelectionUserData RangeFirstItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom). + ImGuiSelectionUserData RangeLastItem; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive! +}; + +// Optional helper to store multi-selection state + apply multi-selection requests. +// - Used by our demos and provided as a convenience to easily implement basic multi-selection. +// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' +// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate. +// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API. +// To store a multi-selection, in your application you could: +// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set replacement. +// - Use your own external storage: e.g. std::set, std::vector, interval trees, intrusively stored selection etc. +// In ImGuiSelectionBasicStorage we: +// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO) +// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index. +// - use decently optimized logic to allow queries and insertion of very large selection sets. +// - do not preserve selection order. +// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection. +// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing. +// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper. +struct ImGuiSelectionBasicStorage +{ + // Members + int Size; // // Number of selected items, maintained by this helper. + bool PreserveOrder; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved) + void* UserData; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; }; + int _SelectionOrder;// [Internal] Increasing counter to store selection order + ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set. Prefer not accessing directly: iterate with GetNextSelectedItem(). + + // Methods + IMGUI_API ImGuiSelectionBasicStorage(); + IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect() + IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection. + IMGUI_API void Clear(); // Clear selection + IMGUI_API void Swap(ImGuiSelectionBasicStorage& r); // Swap two selections + IMGUI_API void SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function) + IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' + inline ImGuiID GetStorageIdFromIndex(int idx) { return AdapterIndexToStorageId(this, idx); } // Convert index to item id based on provided adapter. +}; + +// Optional helper to apply multi-selection requests to existing randomly accessible storage. +// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state. +struct ImGuiSelectionExternalStorage +{ + // Members + void* UserData; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected); // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; } + + // Methods + IMGUI_API ImGuiSelectionExternalStorage(); + IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests by using AdapterSetItemSelected() calls +}; + //----------------------------------------------------------------------------- // [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. @@ -2613,7 +3278,14 @@ struct ImColor // The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking. #ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX -#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63) +#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (32) +#endif + +// ImDrawIdx: vertex index. [Compile-time configurable type] +// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended). +// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file. +#ifndef ImDrawIdx +typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends) #endif // ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h] @@ -2629,29 +3301,32 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c // Special Draw callback value to request renderer backend to reset the graphics/render state. // The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address. -// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored. -// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call). -#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) +// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored. +// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call). +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8) // Typically, 1 command = 1 GPU draw call (unless command is a callback) // - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, // this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. // Backends made for <1.71. will typically ignore the VtxOffset fields. -// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). +// - The ClipRect/TexRef/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). struct ImDrawCmd { ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates - ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. + ImTextureRef TexRef; // 16 // Reference to a font/texture atlas (where backend called ImTextureData::SetTexID()) or to a user-provided texture ID (via e.g. ImGui::Image() calls). Both will lead to a ImTextureID value. unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. unsigned int IdxOffset; // 4 // Start offset in index buffer. unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. - void* UserCallbackData; // 4-8 // The draw callback code can access this. + void* UserCallbackData; // 4-8 // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored. + int UserCallbackDataSize; // 4 // Size of callback user data when using storage, otherwise 0. + int UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1. - ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed + ImDrawCmd() { memset((void*)this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature) - inline ImTextureID GetTexID() const { return TextureId; } + // Since 1.92: removed ImDrawCmd::TextureId field, the getter function must be used! + inline ImTextureID GetTexID() const; // == (TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID) }; // Vertex layout @@ -2674,7 +3349,7 @@ IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; struct ImDrawCmdHeader { ImVec4 ClipRect; - ImTextureID TextureId; + ImTextureRef TexRef; unsigned int VtxOffset; }; @@ -2685,7 +3360,6 @@ struct ImDrawChannel ImVector _IdxBuffer; }; - // Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. // This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call. struct ImDrawListSplitter @@ -2694,7 +3368,7 @@ struct ImDrawListSplitter int _Count; // Number of active channels (1+) ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) - inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); } + inline ImDrawListSplitter() { memset((void*)this, 0, sizeof(*this)); } inline ~ImDrawListSplitter() { ClearFreeMemory(); } inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame IMGUI_API void ClearFreeMemory(); @@ -2741,7 +3415,7 @@ enum ImDrawListFlags_ // access the current window draw list and draw custom primitives. // You can interleave normal ImGui:: calls and adding primitives to the current draw list. // In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). -// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) +// You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) // Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. struct ImDrawList { @@ -2754,25 +3428,27 @@ struct ImDrawList // [Internal, used while building lists] unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) - const char* _OwnerName; // Pointer to owner window's name for debugging ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) - ImVector _ClipRectStack; // [Internal] - ImVector _TextureIdStack; // [Internal] ImVector _Path; // [Internal] current path building ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) + ImVector _ClipRectStack; // [Internal] + ImVector _TextureStack; // [Internal] + ImVector _CallbacksDataBuf; // [Internal] float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content + const char* _OwnerName; // Pointer to owner window's name for debugging - // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) - ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; } + // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData(). + // (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved) + IMGUI_API ImDrawList(ImDrawListSharedData* shared_data); + IMGUI_API ~ImDrawList(); - ~ImDrawList() { _ClearFreeMemory(); } IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) IMGUI_API void PushClipRectFullScreen(); IMGUI_API void PopClipRect(); - IMGUI_API void PushTextureID(ImTextureID texture_id); - IMGUI_API void PopTextureID(); + IMGUI_API void PushTexture(ImTextureRef tex_ref); + IMGUI_API void PopTexture(); inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } @@ -2795,41 +3471,58 @@ struct ImDrawList IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0); IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); - IMGUI_API void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f); - IMGUI_API void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0); + IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0); IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); - IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); - IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); - IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); + IMGUI_API void AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points) IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points) + // General polygon + // - Only simple polygons are supported by filling functions (no self-intersections, no holes). + // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience for the user but not used by the main library. + IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); + IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); + IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col); + // Image primitives - // - Read FAQ to understand what ImTextureID is. + // - Read FAQ to understand what ImTextureID/ImTextureRef are. // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. - IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); - IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); - IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); + IMGUI_API void AddImage(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureRef tex_ref, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); // Stateful path API, add points then finish with PathFillConvex() or PathStroke() - // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex(). inline void PathClear() { _Path.Size = 0; } inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } + inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; } IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle - IMGUI_API void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse + IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points) IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points) IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0); - // Advanced - IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. + // Advanced: Draw Callbacks + // - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible). + // - Use special ImDrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default. + // - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this. + // - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState. + // - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer). + // - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render. + // - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data. + // - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*. + IMGUI_API void AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size = 0); + + // Advanced: Miscellaneous IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible - IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. + IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. For multi-threaded rendering, consider using `imgui_threaded_rendering` from https://github.com/ocornut/imgui_club instead. // Advanced: Channels // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) @@ -2854,17 +3547,26 @@ struct ImDrawList inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index // Obsolete names - //inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021) - //inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void PushTextureID(ImTextureRef tex_ref) { PushTexture(tex_ref); } // RENAMED in 1.92.0 + inline void PopTextureID() { PopTexture(); } // RENAMED in 1.92.0 +#endif + //inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + //inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021) // [Internal helpers] + IMGUI_API void _SetDrawListSharedData(ImDrawListSharedData* data); IMGUI_API void _ResetForNewFrame(); IMGUI_API void _ClearFreeMemory(); IMGUI_API void _PopUnusedDrawCmd(); IMGUI_API void _TryMergeDrawCmds(); IMGUI_API void _OnChangedClipRect(); - IMGUI_API void _OnChangedTextureID(); + IMGUI_API void _OnChangedTexture(); IMGUI_API void _OnChangedVtxOffset(); + IMGUI_API void _SetTexture(ImTextureRef tex_ref); IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const; IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step); IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments); @@ -2876,14 +3578,15 @@ struct ImDrawList struct ImDrawData { bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. - int CmdListsCount; // Number of ImDrawList* to render + int CmdListsCount; // == CmdLists.Size. (OBSOLETE: exists for legacy reasons). Number of ImDrawList* to render. int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size ImVector CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here. ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) - ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. + ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Copied from viewport->FramebufferScale (== io.DisplayFramebufferScale for main viewport). Generally (1,1) on normal display, (2,2) on OSX with Retina display. ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). + ImVector* Textures; // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overridden or set to NULL if you want to manually update textures. // Functions ImDrawData() { Clear(); } @@ -2893,47 +3596,149 @@ struct ImDrawData IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. }; +//----------------------------------------------------------------------------- +// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData) +//----------------------------------------------------------------------------- +// In principle, the only data types that user/application code should care about are 'ImTextureRef' and 'ImTextureID'. +// They are defined above in this header file. Read their description to the difference between ImTextureRef and ImTextureID. +// FOR ALL OTHER ImTextureXXXX TYPES: ONLY CORE LIBRARY AND RENDERER BACKENDS NEED TO KNOW AND CARE ABOUT THEM. +//----------------------------------------------------------------------------- + +#undef Status // X11 headers are leaking this. + +// We intentionally support a limited amount of texture formats to limit burden on CPU-side code and extension. +// Most standard backends only support RGBA32 but we provide a single channel option for low-resource/embedded systems. +enum ImTextureFormat +{ + ImTextureFormat_RGBA32, // 4 components per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 + ImTextureFormat_Alpha8, // 1 component per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight +}; + +// Status of a texture to communicate with Renderer Backend. +enum ImTextureStatus +{ + ImTextureStatus_OK, + ImTextureStatus_Destroyed, // Backend destroyed the texture. + ImTextureStatus_WantCreate, // Requesting backend to create the texture. Set status OK when done. + ImTextureStatus_WantUpdates, // Requesting backend to update specific blocks of pixels (write to texture portions which have never been used before). Set status OK when done. + ImTextureStatus_WantDestroy, // Requesting backend to destroy the texture. Set status to Destroyed when done. +}; + +// Coordinates of a rectangle within a texture. +// When a texture is in ImTextureStatus_WantUpdates state, we provide a list of individual rectangles to copy to the graphics system. +// You may use ImTextureData::Updates[] for the list, or ImTextureData::UpdateBox for a single bounding box. +struct ImTextureRect +{ + unsigned short x, y; // Upper-left coordinates of rectangle to update + unsigned short w, h; // Size of rectangle to update (in pixels) +}; + +// Specs and pixel storage for a texture used by Dear ImGui. +// This is only useful for (1) core library and (2) backends. End-user/applications do not need to care about this. +// Renderer Backends will create a GPU-side version of this. +// Why does we store two identifiers: TexID and BackendUserData? +// - ImTextureID TexID = lower-level identifier stored in ImDrawCmd. ImDrawCmd can refer to textures not created by the backend, and for which there's no ImTextureData. +// - void* BackendUserData = higher-level opaque storage for backend own book-keeping. Some backends may have enough with TexID and not need both. + // In columns below: who reads/writes each fields? 'r'=read, 'w'=write, 'core'=main library, 'backend'=renderer backend +struct ImTextureData +{ + //------------------------------------------ core / backend --------------------------------------- + int UniqueID; // w - // [DEBUG] Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas. + ImTextureStatus Status; // rw rw // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify! + void* BackendUserData; // - rw // Convenience storage for backend. Some backends may have enough with TexID. + ImTextureID TexID; // r w // Backend-specific texture identifier. Always use SetTexID() to modify! The identifier will stored in ImDrawCmd::GetTexID() and passed to backend's RenderDrawData function. + ImTextureFormat Format; // w r // ImTextureFormat_RGBA32 (default) or ImTextureFormat_Alpha8 + int Width; // w r // Texture width + int Height; // w r // Texture height + int BytesPerPixel; // w r // 4 or 1 + unsigned char* Pixels; // w r // Pointer to buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes. + ImTextureRect UsedRect; // w r // Bounding box encompassing all past and queued Updates[]. + ImTextureRect UpdateRect; // w r // Bounding box encompassing all queued Updates[]. + ImVector Updates; // w r // Array of individual updates. + int UnusedFrames; // w r // In order to facilitate handling Status==WantDestroy in some backend: this is a count successive frames where the texture was not used. Always >0 when Status==WantDestroy. + unsigned short RefCount; // w r // Number of contexts using this texture. Used during backend shutdown. + bool UseColors; // w r // Tell whether our texture data is known to use colors (rather than just white + alpha). + bool WantDestroyNextFrame; // rw - // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame. + + // Functions + ImTextureData() { memset((void*)this, 0, sizeof(*this)); Status = ImTextureStatus_Destroyed; TexID = ImTextureID_Invalid; } + ~ImTextureData() { DestroyPixels(); } + IMGUI_API void Create(ImTextureFormat format, int w, int h); + IMGUI_API void DestroyPixels(); + void* GetPixels() { IM_ASSERT(Pixels != NULL); return Pixels; } + void* GetPixelsAt(int x, int y) { IM_ASSERT(Pixels != NULL); return Pixels + (x + y * Width) * BytesPerPixel; } + int GetSizeInBytes() const { return Width * Height * BytesPerPixel; } + int GetPitch() const { return Width * BytesPerPixel; } + ImTextureRef GetTexRef() { ImTextureRef tex_ref; tex_ref._TexData = this; tex_ref._TexID = ImTextureID_Invalid; return tex_ref; } + ImTextureID GetTexID() const { return TexID; } + + // Called by Renderer backend + // - Call SetTexID() and SetStatus() after honoring texture requests. Never modify TexID and Status directly! + // - A backend may decide to destroy a texture that we did not request to destroy, which is fine (e.g. freeing resources), but we immediately set the texture back in _WantCreate mode. + void SetTexID(ImTextureID tex_id) { TexID = tex_id; } + void SetStatus(ImTextureStatus status) { Status = status; if (status == ImTextureStatus_Destroyed && !WantDestroyNextFrame && Pixels != nullptr) Status = ImTextureStatus_WantCreate; } +}; + //----------------------------------------------------------------------------- // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) //----------------------------------------------------------------------------- +// A font input/source (we may rename this to ImFontSource in the future) struct ImFontConfig { + // Data Source + char Name[40]; // // Name (strictly to ease debugging, hence limited size buffer) void* FontData; // // TTF/OTF data int FontDataSize; // // TTF/OTF data size - bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). - int FontNo; // 0 // Index of font within TTF/OTF file - float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). - int OversampleH; // 2 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. - int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis. - bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. - ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. - ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. - const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). - float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font - float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs + bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the owner ImFontAtlas (will delete memory itself). SINCE 1.92, THE DATA NEEDS TO PERSIST FOR WHOLE DURATION OF ATLAS. + + // Options bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. - unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. - float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. - ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. + bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Prevents fractional font size from working correctly! Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, OversampleH/V will default to 1. + ImS8 OversampleH; // 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + ImS8 OversampleV; // 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis. + ImWchar EllipsisChar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. + float SizePixels; // // Output size in pixels for rasterizer (more or less maps to the resulting font height). + const ImWchar* GlyphRanges; // NULL // *LEGACY* THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). + const ImWchar* GlyphExcludeRanges; // NULL // Pointer to a small user-provided list of Unicode ranges (2 value per range, values are inclusive, zero-terminated list). This is very close to GlyphRanges[] but designed to exclude ranges from a font source, when merging fonts with overlapping glyphs. Use "Input Glyphs Overlap Detection Tool" to find about your overlapping ranges. + //ImVec2 GlyphExtraSpacing; // 0, 0 // (REMOVED AT IT SEEMS LARGELY OBSOLETE. PLEASE REPORT IF YOU WERE USING THIS). Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now. + ImVec2 GlyphOffset; // 0, 0 // Offset (in pixels) all glyphs from this font input. Absolute value for default size, other sizes will scale this value. + float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font. Absolute value for default size, other sizes will scale this value. + float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs + float GlyphExtraAdvanceX; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this. // FIXME-NEWATLAS: Intentionally unscaled + ImU32 FontNo; // 0 // Index of font within TTF/OTF file + unsigned int FontLoaderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. + //unsigned int FontBuilderFlags; // -- // [Renamed in 1.92] Use FontLoaderFlags. + float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future. + float RasterizerDensity; // 1.0f // [LEGACY: this only makes sense when ImGuiBackendFlags_RendererHasTextures is not supported] DPI scale multiplier for rasterization. Not altering other font metrics: makes it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or handle Retina screen. IMPORTANT: If you change this it is expected that you increase/decrease font scale roughly to the inverse of this, otherwise quality may look lowered. + float ExtraSizeScale; // 1.0f // Extra rasterizer scale over SizePixels. // [Internal] - char Name[40]; // Name (strictly to ease debugging) - ImFont* DstFont; + ImFontFlags Flags; // Font flags (don't use just yet, will be exposed in upcoming 1.92.X updates) + ImFont* DstFont; // Target font (as we merging fonts, multiple ImFontConfig may target the same font) + const ImFontLoader* FontLoader; // Custom font backend for this source (default source is the one stored in ImFontAtlas) + void* FontLoaderData; // Font loader opaque storage (per font config) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + bool PixelSnapV; // true // [Obsoleted in 1.91.6] Align Scaled GlyphOffset.y to pixel boundaries. +#endif IMGUI_API ImFontConfig(); }; // Hold rendering data for one glyph. -// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this) +// (Note: some language parsers may fail to convert the bitfield members, in this case maybe drop store a single u32 or we can rework this) struct ImFontGlyph { unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. - unsigned int Codepoint : 30; // 0x0000..0x10FFFF - float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) - float X0, Y0, X1, Y1; // Glyph corners - float U0, V0, U1, V1; // Texture coordinates + unsigned int SourceIdx : 4; // Index of source in parent font + unsigned int Codepoint : 26; // 0x0000..0x10FFFF + float AdvanceX; // Horizontal distance to advance cursor/layout position. + float X0, Y0, X1, Y1; // Glyph corners. Offsets from current cursor/layout position. + float U0, V0, U1, V1; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId. + int PackId; // [Internal] ImFontAtlasRectId value (FIXME: Cold data, could be moved elsewhere?) + + ImFontGlyph() { memset((void*)this, 0, sizeof(*this)); PackId = -1; } }; // Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). @@ -2952,17 +3757,21 @@ struct ImFontGlyphRangesBuilder IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges }; -// See ImFontAtlas::AddCustomRectXXX functions. -struct ImFontAtlasCustomRect +// An opaque identifier to a rectangle in the atlas. -1 when invalid. +// The rectangle may move and UV may be invalidated, use GetCustomRect() to retrieve it. +typedef int ImFontAtlasRectId; +#define ImFontAtlasRectId_Invalid -1 + +// Output of ImFontAtlas::GetCustomRect() when using custom rectangles. +// Those values may not be cached/stored as they are only valid for the current value of atlas->TexRef +// (this is in theory derived from ImTextureRect but we use separate structures for reasons) +struct ImFontAtlasRect { - unsigned short Width, Height; // Input // Desired rectangle dimension - unsigned short X, Y; // Output // Packed position in Atlas - unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000) - float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance - ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset - ImFont* Font; // Input // For custom font glyphs only: target font - ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } - bool IsPacked() const { return X != 0xFFFF; } + unsigned short x, y; // Position (in current texture) + unsigned short w, h; // Size + ImVec2 uv0, uv1; // UV coordinates (in current texture) + + ImFontAtlasRect() { memset((void*)this, 0, sizeof(*this)); } }; // Flags for ImFontAtlas build @@ -2978,14 +3787,16 @@ enum ImFontAtlasFlags_ // - One or more fonts. // - Custom graphics data needed to render the shapes needed by Dear ImGui. // - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). -// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api. -// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you. -// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. -// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples) +// - If you don't call any AddFont*** functions, the default font embedded in the code will be loaded for you. +// It is the rendering backend responsibility to upload texture into your graphics API: +// - ImGui_ImplXXXX_RenderDrawData() functions generally iterate platform_io->Textures[] to create/update/destroy each ImTextureData instance. +// - Backend then set ImTextureData's TexID and BackendUserData. +// - Texture id are passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID/ImTextureRef for more details. +// Legacy path: +// - Call Build() + GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. // - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. -// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details. // Common pitfalls: -// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the +// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persists up until the // atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. // You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, @@ -2996,36 +3807,52 @@ struct ImFontAtlas IMGUI_API ImFontAtlas(); IMGUI_API ~ImFontAtlas(); IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); - IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); - IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); - IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. - IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. - IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. - IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. - IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. - IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates). - IMGUI_API void Clear(); // Clear all input and output. + IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); // Selects between AddFontDefaultVector() and AddFontDefaultBitmap(). + IMGUI_API ImFont* AddFontDefaultVector(const ImFontConfig* font_cfg = NULL); // Embedded scalable font. Recommended at any higher size. + IMGUI_API ImFont* AddFontDefaultBitmap(const ImFontConfig* font_cfg = NULL); // Embedded classic pixel-clean font. Recommended at Size 13px with no scaling. + IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); + IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. + IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. + IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. + IMGUI_API void RemoveFont(ImFont* font); - // Build atlas, retrieve pixel data. - // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). - // The pitch is always = Width * BytesPerPixels (1 or 4) - // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into - // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. - IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. - IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel - IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel - bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent... - void SetTexID(ImTextureID id) { TexID = id; } + IMGUI_API void Clear(); // Clear everything (input fonts, output glyphs/textures). + IMGUI_API void CompactCache(); // Compact cached glyphs and texture. + IMGUI_API void SetFontLoader(const ImFontLoader* font_loader); // Change font loader at runtime. + + // As we are transitioning toward a new font system, we expect to obsolete those soon: + IMGUI_API void ClearInputData(); // [OBSOLETE] Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. + IMGUI_API void ClearFonts(); // [OBSOLETE] Clear input+output font data (same as ClearInputData() + glyphs storage, UV coordinates). + IMGUI_API void ClearTexData(); // [OBSOLETE] Clear CPU-side copy of the texture data. Saves RAM once the texture has been copied to graphics memory. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Legacy path for build atlas + retrieving pixel data. + // - User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). + // - The pitch is always = Width * BytesPerPixels (1 or 4) + // - Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste). + // - From 1.92 with backends supporting ImGuiBackendFlags_RendererHasTextures: + // - Calling Build(), GetTexDataAsAlpha8(), GetTexDataAsRGBA32() is not needed. + // - In backend: replace calls to ImFontAtlas::SetTexID() with calls to ImTextureData::SetTexID() after honoring texture creation. + IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. + IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel + IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel + void SetTexID(ImTextureID id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid); TexRef._TexData->TexID = id; } // Called by legacy backends. May be called before texture creation. + void SetTexID(ImTextureRef id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid && id._TexData == NULL); TexRef._TexData->TexID = id._TexID; } // Called by legacy backends. + bool IsBuilt() const { return Fonts.Size > 0 && TexIsBuilt; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent.. +#endif //------------------------------------------- // Glyph Ranges //------------------------------------------- + // Since 1.92: specifying glyph ranges is only useful/necessary if your backend doesn't support ImGuiBackendFlags_RendererHasTextures! + IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) // NB: Make sure that your string are UTF-8 and NOT in your local code page. // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details. // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. - IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs @@ -3034,120 +3861,213 @@ struct ImFontAtlas IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters +#endif //------------------------------------------- - // [BETA] Custom Rectangles/Glyphs API + // [ALPHA] Custom Rectangles/Glyphs API //------------------------------------------- - // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. - // - After calling Build(), you can query the rectangle position and render your pixels. - // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format. - // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), - // so you can render e.g. custom colorful icons and use them as regular glyphs. + // Register and retrieve custom rectangles + // - You can request arbitrary rectangles to be packed into the atlas, for your own purpose. + // - Since 1.92.0, packing is done immediately in the function call (previously packing was done during the Build call) + // - You can render your pixels into the texture right after calling the AddCustomRect() functions. + // - VERY IMPORTANT: + // - Texture may be created/resized at any time when calling ImGui or ImFontAtlas functions. + // - IT WILL INVALIDATE RECTANGLE DATA SUCH AS UV COORDINATES. Always use latest values from GetCustomRect(). + // - UV coordinates are associated to the current texture identifier aka 'atlas->TexRef'. Both TexRef and UV coordinates are typically changed at the same time. + // - If you render colored output into your custom rectangles: set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format. // - Read docs/FONTS.md for more details about using colorful icons. - // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. - IMGUI_API int AddCustomRectRegular(int width, int height); - IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); - ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } - - // [Internal] - IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; - IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + // - Note: this API may be reworked further in order to facilitate supporting e.g. multi-monitor, varying DPI settings. + // - (Pre-1.92 names) ------------> (1.92 names) + // - GetCustomRectByIndex() --> Use GetCustomRect() + // - CalcCustomRectUV() --> Use GetCustomRect() and read uv0, uv1 fields. + // - AddCustomRectRegular() --> Renamed to AddCustomRect() + // - AddCustomRectFontGlyph() --> Prefer using custom ImFontLoader inside ImFontConfig + // - ImFontAtlasCustomRect --> Renamed to ImFontAtlasRect + IMGUI_API ImFontAtlasRectId AddCustomRect(int width, int height, ImFontAtlasRect* out_r = NULL);// Register a rectangle. Return -1 (ImFontAtlasRectId_Invalid) on error. + IMGUI_API void RemoveCustomRect(ImFontAtlasRectId id); // Unregister a rectangle. Existing pixels will stay in texture until resized / garbage collected. + IMGUI_API bool GetCustomRect(ImFontAtlasRectId id, ImFontAtlasRect* out_r) const; // Get rectangle coordinates for current texture. Valid immediately, never store this (read above)! //------------------------------------------- // Members //------------------------------------------- + // Input ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) - ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. - int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. - int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false). - bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. + ImTextureFormat TexDesiredFormat; // Desired texture format (default to ImTextureFormat_RGBA32 but may be changed to ImTextureFormat_Alpha8). + int TexGlyphPadding; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false). + int TexMinWidth; // Minimum desired texture width. Must be a power of two. Default to 512. + int TexMinHeight; // Minimum desired texture height. Must be a power of two. Default to 128. + int TexMaxWidth; // Maximum desired texture width. Must be a power of two. Default to 8192. + int TexMaxHeight; // Maximum desired texture height. Must be a power of two. Default to 8192. void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas). + // Output + // - Because textures are dynamically created/resized, the current texture identifier may changed at *ANY TIME* during the frame. + // - This should not affect you as you can always use the latest value. But note that any precomputed UV coordinates are only valid for the current TexRef. +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImTextureRef TexRef; // Latest texture identifier == TexData->GetTexRef(). +#else + union { ImTextureRef TexRef; ImTextureRef TexID; }; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.0. +#endif + ImTextureData* TexData; // Latest texture. + // [Internal] - // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. - bool TexReady; // Set when texture was built matching current font input - bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format. - unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight - unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 - int TexWidth; // Texture width calculated during Build(). - int TexHeight; // Texture height calculated during Build(). - ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) - ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel + ImVector TexList; // Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead! + bool Locked; // Marked as locked during ImGui::NewFrame()..EndFrame() scope if TexUpdates are not supported. Any attempt to modify the atlas will assert. + bool RendererHasTextures;// Copy of (BackendFlags & ImGuiBackendFlags_RendererHasTextures) from supporting context. + bool TexIsBuilt; // Set when texture was built matching current font input. Mostly useful for legacy IsBuilt() call. + bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format or conversion process. + ImVec2 TexUvScale; // = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight). May change as new texture gets created. + ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel. May change as new texture gets created. ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. - ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. - ImVector ConfigData; // Configuration data + ImVector Sources; // Source/configuration data ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines - - // [Internal] Font builder - const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE). - unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig. - - // [Internal] Packing data - int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors - int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines + int TexNextUniqueID; // Next value to be stored in TexData->UniqueID + int FontNextUniqueID; // Next value to be stored in ImFont->FontID + ImVector DrawListSharedDatas; // List of users for this atlas. Typically one per Dear ImGui context. + ImFontAtlasBuilder* Builder; // Opaque interface to our data that doesn't need to be public and may be discarded when rebuilding. + const ImFontLoader* FontLoader; // Font loader opaque interface (default to use FreeType when IMGUI_ENABLE_FREETYPE is defined, otherwise default to use stb_truetype). Use SetFontLoader() to change this at runtime. + const char* FontLoaderName; // Font loader name (for display e.g. in About box) == FontLoader->Name + void* FontLoaderData; // Font backend opaque storage + unsigned int FontLoaderFlags; // Shared flags (for all fonts) for font loader. THIS IS BUILD IMPLEMENTATION DEPENDENT (e.g. Per-font override is also available in ImFontConfig). + int RefCount; // Number of contexts using this atlas + ImGuiContext* OwnerContext; // Context which own the atlas will be in charge of updating and destroying it. // [Obsolete] - //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ - //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Legacy: You can request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs. --> Prefer using a custom ImFontLoader. + ImFontAtlasRect TempRect; // For old GetCustomRectByIndex() API + inline ImFontAtlasRectId AddCustomRectRegular(int w, int h) { return AddCustomRect(w, h); } // RENAMED in 1.92.0 + inline const ImFontAtlasRect* GetCustomRectByIndex(ImFontAtlasRectId id) { return GetCustomRect(id, &TempRect) ? &TempRect : NULL; } // OBSOLETED in 1.92.0 + inline void CalcCustomRectUV(const ImFontAtlasRect* r, ImVec2* out_uv_min, ImVec2* out_uv_max) const { *out_uv_min = r->uv0; *out_uv_max = r->uv1; } // OBSOLETED in 1.92.0 + IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // OBSOLETED in 1.92.0: Use custom ImFontLoader in ImFontConfig + IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyphForSize(ImFont* font, float font_size, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // ADDED AND OBSOLETED in 1.92.0 +#endif + //unsigned int FontBuilderFlags; // OBSOLETED in 1.92.0: Renamed to FontLoaderFlags. + //int TexDesiredWidth; // OBSOLETED in 1.92.0: Force texture width before calling Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. + //typedef ImFontAtlasRect ImFontAtlasCustomRect; // OBSOLETED in 1.92.0 + //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ +}; + +// Font runtime data for a given size +// Important: pointers to ImFontBaked are only valid for the current frame. +struct ImFontBaked +{ + // [Internal] Members: Hot ~20/24 bytes (for CalcTextSize) + ImVector IndexAdvanceX; // 12-16 // out // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI). + float FallbackAdvanceX; // 4 // out // FindGlyph(FallbackChar)->AdvanceX + float Size; // 4 // in // Height of characters/line, set during loading (doesn't change after loading) + float RasterizerDensity; // 4 // in // Density this is baked at + + // [Internal] Members: Hot ~28/36 bytes (for RenderText loop) + ImVector IndexLookup; // 12-16 // out // Sparse. Index glyphs by Unicode code-point. + ImVector Glyphs; // 12-16 // out // All glyphs. + int FallbackGlyphIndex; // 4 // out // Index of FontFallbackChar + + // [Internal] Members: Cold + float Ascent, Descent; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled) + unsigned int MetricsTotalSurface:26;// 3 // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + unsigned int WantDestroy:1; // 0 // // Queued for destroy + unsigned int LoadNoFallback:1; // 0 // // Disable loading fallback in lower-level calls. + unsigned int LoadNoRenderOnLayout:1;// 0 // // Enable a two-steps mode where CalcTextSize() calls will load AdvanceX *without* rendering/packing glyphs. Only advantageous if you know that the glyph is unlikely to actually be rendered, otherwise it is slower because we'd do one query on the first CalcTextSize and one query on the first Draw. + int LastUsedFrame; // 4 // // Record of that time this was bounds + ImGuiID BakedId; // 4 // // Unique ID for this baked storage + ImFont* OwnerFont; // 4-8 // in // Parent font + void* FontLoaderDatas; // 4-8 // // Font loader opaque storage (per baked font * sources): single contiguous buffer allocated by imgui, passed to loader. + + // Functions + IMGUI_API ImFontBaked(); + IMGUI_API void ClearOutputData(); + IMGUI_API ImFontGlyph* FindGlyph(ImWchar c); // Return U+FFFD glyph if requested glyph doesn't exists. + IMGUI_API ImFontGlyph* FindGlyphNoFallback(ImWchar c); // Return NULL if glyph doesn't exist + IMGUI_API float GetCharAdvance(ImWchar c); + IMGUI_API bool IsGlyphLoaded(ImWchar c); +}; + +// Font flags +// (in future versions as we redesign font loading API, this will become more important and better documented. for now please consider this as internal/advanced use) +enum ImFontFlags_ +{ + ImFontFlags_None = 0, + ImFontFlags_NoLoadError = 1 << 1, // Disable throwing an error/assert when calling AddFontXXX() with missing file/data. Calling code is expected to check AddFontXXX() return value. + ImFontFlags_NoLoadGlyphs = 1 << 2, // [Internal] Disable loading new glyphs. + ImFontFlags_LockBakedSizes = 1 << 3, // [Internal] Disable loading new baked sizes, disable garbage collecting current ones. e.g. if you want to lock a font to a single size. Important: if you use this to preload given sizes, consider the possibility of multiple font density used on Retina display. }; // Font runtime data and rendering -// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). +// - ImFontAtlas automatically loads a default embedded font for you if you didn't load one manually. +// - Since 1.92.0 a font may be rendered as any size! Therefore a font doesn't have one specific size. +// - Use 'font->GetFontBaked(size)' to retrieve the ImFontBaked* corresponding to a given size. +// - If you used g.Font + g.FontSize (which is frequent from the ImGui layer), you can use g.FontBaked as a shortcut, as g.FontBaked == g.Font->GetFontBaked(g.FontSize). struct ImFont { - // Members: Hot ~20/24 bytes (for CalcTextSize) - ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI). - float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX - float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) + // [Internal] Members: Hot ~12-20 bytes + ImFontBaked* LastBaked; // 4-8 // Cache last bound baked. NEVER USE DIRECTLY. Use GetFontBaked(). + ImFontAtlas* OwnerAtlas; // 4-8 // What we have been loaded into. + ImFontFlags Flags; // 4 // Font flags. + float CurrentRasterizerDensity; // Current rasterizer density. This is a varying state of the font. - // Members: Hot ~28/40 bytes (for CalcTextSize + render loop) - ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. - ImVector Glyphs; // 12-16 // out // // All glyphs. - const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) - - // Members: Cold ~32/40 bytes - ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into - const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData - short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. - ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found. - ImWchar EllipsisChar; // 2 // out // = '...'/'.'// Character used for ellipsis rendering. - short EllipsisCharCount; // 1 // out // 1 or 3 - float EllipsisWidth; // 4 // out // Width - float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0 - bool DirtyLookupTables; // 1 // out // - float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() - float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] - int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) - ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. + // [Internal] Members: Cold ~24-52 bytes + // Conceptually Sources[] is the list of font sources merged to create this font. + ImGuiID FontId; // Unique identifier for the font + float LegacySize; // 4 // in // Font size passed to AddFont(). Use for old code calling PushFont() expecting to use that size. (use ImGui::GetFontBaked() to get font baked at current bound size). + ImVector Sources; // 16 // in // List of sources. Pointers within OwnerAtlas->Sources[] + ImWchar EllipsisChar; // 2-4 // out // Character used for ellipsis rendering ('...'). If you ever want to temporarily swap this for an alternative/dummy char, make sure to clear EllipsisAutoBake. + ImWchar FallbackChar; // 2-4 // out // Character used if a glyph isn't found (U+FFFD, '?') + ImU8 Used8kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/8192/8]; // 1 bytes if ImWchar=ImWchar16, 17 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 8K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. + bool EllipsisAutoBake; // 1 // // Mark when the "..." glyph (== EllipsisChar) needs to be generated by combining multiple '.'. + ImGuiStorage RemapPairs; // 16 // // Remapping pairs when using AddRemapChar(), otherwise empty. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + float Scale; // 4 // in // Legacy base font scale (~1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale() +#endif // Methods IMGUI_API ImFont(); IMGUI_API ~ImFont(); - IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const; - IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const; - float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } - bool IsLoaded() const { return ContainerAtlas != NULL; } - const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; } - - // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. - // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. - IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8 - IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; - IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const; - IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const; + IMGUI_API bool IsGlyphInFont(ImWchar c); + bool IsLoaded() const { return OwnerAtlas != NULL; } + const char* GetDebugName() const { return Sources.Size ? Sources[0]->Name : ""; } // Fill ImFontConfig::Name. + + // [Internal] Don't use! + // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. + // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. + IMGUI_API ImFontBaked* GetFontBaked(float font_size, float density = -1.0f); // Get or create baked data for given size + IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** out_remaining = NULL); + IMGUI_API const char* CalcWordWrapPosition(float size, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip = NULL); + IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, ImDrawTextFlags flags = 0); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) { return CalcWordWrapPosition(LegacySize * scale, text, text_end, wrap_width); } +#endif // [Internal] Don't use! - IMGUI_API void BuildLookupTable(); IMGUI_API void ClearOutputData(); - IMGUI_API void GrowIndex(int new_size); - IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); - IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. - IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); + IMGUI_API void AddRemapChar(ImWchar from_codepoint, ImWchar to_codepoint); // Makes 'from_codepoint' character points to 'to_codepoint' glyph. IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); }; +// This is provided for consistency (but we don't actually use this) +inline ImTextureID ImTextureRef::GetTexID() const +{ + IM_ASSERT(!(_TexData != NULL && _TexID != ImTextureID_Invalid)); + return _TexData ? _TexData->TexID : _TexID; +} + +// Using an indirection to avoid patching ImDrawCmd after a SetTexID() call (but this could be an alternative solution too) +inline ImTextureID ImDrawCmd::GetTexID() const +{ + // If you are getting this assert with ImTextureID_Invalid == 0 and your ImTextureID is used to store an index or an offset: + // - You can add '#define ImTextureID_Invalid ((ImTextureID)-1)' in your imconfig.h file. + // If you are getting this assert with a renderer backend with support for ImGuiBackendFlags_RendererHasTextures (1.92+): + // - You must correctly iterate and handle ImTextureData requests stored in ImDrawData::Textures[]. See docs/BACKENDS.md. + ImTextureID tex_id = TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID; // == TexRef.GetTexID() above. + if (TexRef._TexData != NULL) + IM_ASSERT(tex_id != ImTextureID_Invalid && "ImDrawCmd is referring to ImTextureData that wasn't uploaded to graphics system. Backend must call ImTextureData::SetTexID() after handling ImTextureStatus_WantCreate request!"); + return tex_id; +} + //----------------------------------------------------------------------------- // [SECTION] Viewports //----------------------------------------------------------------------------- @@ -3158,7 +4078,7 @@ enum ImGuiViewportFlags_ ImGuiViewportFlags_None = 0, ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) - ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Was created/managed by the user application? (rather than our backend) + ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the user application? (rather than our backend) ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips) ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set) ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created. @@ -3187,10 +4107,12 @@ struct ImGuiViewport ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) ImVec2 Size; // Main Area: Size of the viewport. + ImVec2 FramebufferScale; // Density of the viewport for Retina display (always 1,1 on Windows, may be 2,2 etc on macOS/iOS). This will affect font rasterizer density. ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) float DpiScale; // 1.0f = 96 DPI = No extra scale. ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows. + ImGuiViewport* ParentViewport; // (Advanced) Direct shortcut to ImGui::FindViewportByID(ParentViewportId). NULL: no parent. ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). // Platform/Backend Dependent Data @@ -3200,33 +4122,36 @@ struct ImGuiViewport // The library never uses those fields, they are merely storage to facilitate backend implementation. void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function. void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function. - void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*) - void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms), when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*) + void* PlatformIconData; // void* to hold custom data structure for the OS / platform to specify an icon. Currently unused for exposed to allow experiments. + void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND for Win32 backend, Uint32 WindowID for SDL, GLFWWindow* for GLFW), for FindViewportByPlatformHandle(). + void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (always HWND on Win32 platform, unused for other platforms). bool PlatformWindowCreated; // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created. bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) - ImGuiViewport() { memset(this, 0, sizeof(*this)); } + ImGuiViewport() { memset((void*)this, 0, sizeof(*this)); } ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } // Helpers ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); } + IMGUI_API const char* GetDebugName() const; }; //----------------------------------------------------------------------------- -// [SECTION] Platform Dependent Interfaces (for e.g. multi-viewport support) +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) //----------------------------------------------------------------------------- -// [BETA] (Optional) This is completely optional, for advanced users! + +// [BETA] (Optional) Multi-Viewport Support! // If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now. // // This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport. // This is achieved by creating new Platform/OS windows on the fly, and rendering into them. // Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports. // +// See Recap: https://github.com/ocornut/imgui/wiki/Multi-Viewports // See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology. -// See Thread https://github.com/ocornut/imgui/issues/1542 for gifs, news and questions about this evolving feature. // // About the coordinates system: // - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!) @@ -3264,14 +4189,51 @@ struct ImGuiViewport // or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface. //----------------------------------------------------------------------------- -// (Optional) Access via ImGui::GetPlatformIO() +// Access via ImGui::GetPlatformIO() struct ImGuiPlatformIO { + IMGUI_API ImGuiPlatformIO(); + //------------------------------------------------------------------ - // Input - Backend interface/functions + Monitor List + // Input - Interface with OS and Platform backend (most common stuff) + //------------------------------------------------------------------ + + // Optional: Access OS clipboard + // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) + const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx); // Should return NULL on failure (e.g. clipboard data is not text). + void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text); + void* Platform_ClipboardUserData; + + // Optional: Open link/folder/file in OS Shell + // (default to use ShellExecuteW() on Windows, system() on Linux/Mac. expected to return false on failure, but some platforms may always return true) + bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path); + void* Platform_OpenInShellUserData; + + // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) + // (default to use native imm32 api on Windows) + void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + void* Platform_ImeUserData; + //void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1] + + // Optional: Platform locale + // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point + ImWchar Platform_LocaleDecimalPoint; // '.' + + //------------------------------------------------------------------ + // Input - Interface with Renderer Backend + //------------------------------------------------------------------ + + // Optional: Maximum texture size supported by renderer (used to adjust how we size textures). 0 if not known. + int Renderer_TextureMaxWidth; + int Renderer_TextureMaxHeight; + + // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure. + void* Renderer_RenderState; + + //------------------------------------------------------------------ + // Input - Interface with Platform & Renderer backends for Multi-Viewport support //------------------------------------------------------------------ - // (Optional) Platform functions (e.g. Win32, GLFW, SDL2) // For reference, the second column shows which function are generally calling the Platform Functions: // N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position) // F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame @@ -3279,12 +4241,12 @@ struct ImGuiPlatformIO // R = ImGui::RenderPlatformWindowsDefault() ~ render // D = ImGui::DestroyPlatformWindows() ~ shutdown // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it. - // - // The functions are designed so we can mix and match 2 imgui_impl_xxxx files, one for the Platform (~window/input handling), one for Renderer. - // Custom engine backends will often provide both Platform and Renderer interfaces and so may not need to use all functions. - // Platform functions are typically called before their Renderer counterpart, apart from Destroy which are called the other way. - // Platform function --------------------------------------------------- Called by ----- + // The handlers are designed so we can mix and match two imgui_impl_xxxx files, one Platform backend and one Renderer backend. + // Custom engine backends will often provide both Platform and Renderer interfaces together and so may not need to use all functions. + // Platform functions are typically called _before_ their Renderer counterpart, apart from Destroy which are called the other way. + + // Platform Backend functions (e.g. Win32, GLFW, SDL) ------------------- Called by ----- void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D // void (*Platform_ShowWindow)(ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window @@ -3292,6 +4254,7 @@ struct ImGuiPlatformIO ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . // void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.) ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size + ImVec2 (*Platform_GetWindowFramebufferScale)(ImGuiViewport* vp); // N . . . . // Return viewport density. Always 1,1 on Windows, often 2,2 on Retina display on macOS/iOS. MUST BE INTEGER VALUES. void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . // bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily @@ -3302,9 +4265,10 @@ struct ImGuiPlatformIO void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style. + ImVec4 (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both). - // (Optional) Renderer functions (e.g. DirectX, OpenGL, Vulkan) + // Renderer Backend functions (e.g. DirectX, OpenGL, Vulkan) ------------ Called by ----- void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow) void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow) void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize) @@ -3317,13 +4281,23 @@ struct ImGuiPlatformIO ImVector Monitors; //------------------------------------------------------------------ - // Output - List of viewports to render into platform windows + // Output //------------------------------------------------------------------ + // Textures list (the list is updated by calling ImGui::EndFrame or ImGui::Render) + // The ImGui_ImplXXXX_RenderDrawData() function of each backend generally access this via ImDrawData::Textures which points to this. The array is available here mostly because backends will want to destroy textures on shutdown. + ImVector Textures; // List of textures used by Dear ImGui (most often 1) + contents of external texture list is automatically appended into this. + // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render) // (in the future we will attempt to organize this feature to remove the need for a "main viewport") - ImVector Viewports; // Main viewports, followed by all secondary viewports. - ImGuiPlatformIO() { memset(this, 0, sizeof(*this)); } // Zero clear + ImVector Viewports; // Main viewports, followed by all secondary viewports. + + //------------------------------------------------------------------ + // Functions + //------------------------------------------------------------------ + + IMGUI_API void ClearPlatformHandlers(); // Clear all Platform_XXX fields. Typically called on Platform Backend shutdown. + IMGUI_API void ClearRendererHandlers(); // Clear all Renderer_XXX fields. Typically called on Renderer Backend shutdown. }; // (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. @@ -3337,14 +4311,16 @@ struct ImGuiPlatformMonitor ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; } }; -// (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function. +// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame(). struct ImGuiPlatformImeData { - bool WantVisible; // A widget wants the IME to be visible - ImVec2 InputPos; // Position of the input cursor - float InputLineHeight; // Line height + bool WantVisible; // A widget wants the IME to be visible. + bool WantTextInput; // A widget wants text input, not necessarily IME to be visible. This is automatically set to the upcoming value of io.WantTextInput. + ImVec2 InputPos; // Position of input cursor (for IME). + float InputLineHeight; // Line height (for IME). + ImGuiID ViewportId; // ID of platform window/viewport. - ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); } + ImGuiPlatformImeData() { memset((void*)this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- @@ -3353,35 +4329,48 @@ struct ImGuiPlatformImeData // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. //----------------------------------------------------------------------------- -namespace ImGui -{ -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into legacy native key index. == io.KeyMap[key] -#else - static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "ImGuiKey and native_index was merged together and native_index is disabled by IMGUI_DISABLE_OBSOLETE_KEYIO. Please switch to ImGuiKey."); return key; } -#endif -} - #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { - // OBSOLETED in 1.90.0 (from September 2023) - IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1); - IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1); - // OBSOLETED in 1.89.7 (from June 2023) - IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item. - // OBSOLETED in 1.89.4 (from March 2023) - static inline void PushAllowKeyboardFocus(bool tab_stop) { PushTabStop(tab_stop); } - static inline void PopAllowKeyboardFocus() { PopTabStop(); } - // OBSOLETED in 1.89 (from August 2022) - IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Use new ImageButton() signature (explicit item id, regular FramePadding) - // OBSOLETED in 1.88 (from May 2022) - static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value. - static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value. - // OBSOLETED in 1.86 (from November 2021) - IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Calculate coarse clipping for large list of evenly sized items. Prefer using ImGuiListClipper. + // OBSOLETED in 1.92.0 (from June 2025) + inline void PushFont(ImFont* font) { PushFont(font, font ? font->LegacySize : 0.0f); } + IMGUI_API void SetWindowFontScale(float scale); // Set font scale factor for current window. Prefer using PushFont(NULL, style.FontSizeBase * factor) or use style.FontScaleMain to scale all windows. + // OBSOLETED in 1.91.9 (from February 2025) + IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col); // <-- 'border_col' was removed in favor of ImGuiCol_ImageBorder. If you use 'tint_col', use ImageWithBg() instead. + // OBSOLETED in 1.91.0 (from July 2024) + inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); } + inline void PopButtonRepeat() { PopItemFlag(); } + inline void PushTabStop(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } + inline void PopTabStop() { PopItemFlag(); } + // You do not need those functions! See #7838 on GitHub for more info. + IMGUI_API ImVec2 GetContentRegionMax(); // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + IMGUI_API ImVec2 GetWindowContentRegionMin(); // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + IMGUI_API ImVec2 GetWindowContentRegionMax(); // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) + // OBSOLETED in 1.90.0 (from September 2023) + //IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1); // Getter signature changed. See 2023/09/15 and 2026/02/27 commits. + //IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1); // Getter signature changed. See 2023/09/15 and 2026/02/27 commits. + //inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders + //inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders + //inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, flags); } + //inline void EndChildFrame() { EndChild(); } + //inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); } + // OBSOLETED in 1.89.7 (from June 2023) + //IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() _before_ item. + //-- OBSOLETED in 1.89.4 (from March 2023) + //static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } + //static inline void PopAllowKeyboardFocus() { PopItemFlag(); } + //-- OBSOLETED in 1.89 (from August 2022) + //IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // --> Use new ImageButton() signature (explicit item id, regular FramePadding). Refer to code in 1.91 if you want to grab a copy of this version. + //-- OBSOLETED in 1.88 (from May 2022) + //static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value. + //static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value. + //-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024) + //IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); const ImGuiKeyData* key_data = GetKeyData(key); return (ImGuiKey)(key_data - g.IO.KeysData); } // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value! + //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; } + //-- OBSOLETED in 1.86 (from November 2021) + //IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper. //-- OBSOLETED in 1.85 (from August 2021) //static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; } //-- OBSOLETED in 1.81 (from February 2021) @@ -3434,6 +4423,25 @@ namespace ImGui //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42 } +//-- OBSOLETED in 1.92.0: ImFontAtlasCustomRect becomes ImTextureRect +// - ImFontAtlasCustomRect::X,Y --> ImTextureRect::x,y +// - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h +// - ImFontAtlasCustomRect::GlyphColored --> if you need to write to this, instead you can write to 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph() +// We could make ImTextureRect an union to use old names, but 1) this would be confusing 2) the fix is easy 3) ImFontAtlasCustomRect was always a rather esoteric api. +typedef ImFontAtlasRect ImFontAtlasCustomRect; +/*struct ImFontAtlasCustomRect +{ + unsigned short X, Y; // Output // Packed position in Atlas + unsigned short Width, Height; // Input // [Internal] Desired rectangle dimension + unsigned int GlyphID:31; // Input // [Internal] For custom font glyphs only (ID < 0x110000) + unsigned int GlyphColored:1; // Input // [Internal] For custom font glyphs only: glyph is colored, removed tinting. + float GlyphAdvanceX; // Input // [Internal] For custom font glyphs only: glyph xadvance + ImVec2 GlyphOffset; // Input // [Internal] For custom font glyphs only: glyph display offset + ImFont* Font; // Input // [Internal] For custom font glyphs only: target font + ImFontAtlasCustomRect() { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } +};*/ + //-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() //typedef ImDrawFlags ImDrawCornerFlags; //enum ImDrawCornerFlags_ @@ -3451,19 +4459,20 @@ namespace ImGui //}; // RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022) -// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place. -typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", but you may store only mods in there. -enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super }; +// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obsolescence schedule to reduce confusion and because they were not meant to be used in the first place. +//typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there. +//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super }; //typedef ImGuiKeyChord ImGuiKeyModFlags; // == int //enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super }; +//#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version) + #endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +#define IM_ARRAYSIZE IM_COUNTOF // RENAMED IN 1.92.6: IM_ARRAYSIZE -> IM_COUNTOF + // RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022) -#if defined(IMGUI_DISABLE_METRICS_WINDOW) && !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS) -#define IMGUI_DISABLE_DEBUG_TOOLS -#endif -#if defined(IMGUI_DISABLE_METRICS_WINDOW) && defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) +#ifdef IMGUI_DISABLE_METRICS_WINDOW #error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name. #endif @@ -3479,9 +4488,14 @@ enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl #pragma warning (pop) #endif -// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h) +// Include imgui_user.h at the end of imgui.h +// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. #ifdef IMGUI_INCLUDE_IMGUI_USER_H +#ifdef IMGUI_USER_H_FILENAME +#include IMGUI_USER_H_FILENAME +#else #include "imgui_user.h" #endif +#endif #endif // #ifndef IMGUI_DISABLE diff --git a/thirdparty/imgui_suite/imgui/include/imgui_internal.h b/thirdparty/imgui_suite/imgui/include/imgui_internal.h index 9d0ec710a9..1ca0efdaa2 100644 --- a/thirdparty/imgui_suite/imgui/include/imgui_internal.h +++ b/thirdparty/imgui_suite/imgui/include/imgui_internal.h @@ -1,12 +1,7 @@ -// dear imgui, v1.90 WIP +// dear imgui, v1.92.8 WIP // (internal structures/api) // You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. -// To implement maths operators for ImVec2 (disabled by default to not conflict with using IM_VEC2_CLASS_EXTRA with your own math types+operators), use: -/* -#define IMGUI_DEFINE_MATH_OPERATORS -#include "imgui_internal.h" -*/ /* @@ -19,17 +14,22 @@ Index of this file: // [SECTION] Macros // [SECTION] Generic helpers // [SECTION] ImDrawList support +// [SECTION] Style support +// [SECTION] Data types support // [SECTION] Widgets support: flags, enums, data structures +// [SECTION] Popup support // [SECTION] Inputs support // [SECTION] Clipper support // [SECTION] Navigation support // [SECTION] Typing-select support // [SECTION] Columns support +// [SECTION] Box-select support // [SECTION] Multi-select support // [SECTION] Docking support // [SECTION] Viewport support // [SECTION] Settings support // [SECTION] Localization support +// [SECTION] Error handling, State recovery support // [SECTION] Metrics, Debug tools // [SECTION] Generic context hooks // [SECTION] ImGuiContext (main imgui context) @@ -37,6 +37,7 @@ Index of this file: // [SECTION] Tab bar, Tab item support // [SECTION] Table support // [SECTION] ImGui internal API +// [SECTION] ImFontLoader // [SECTION] ImFontAtlas internal API // [SECTION] Test Engine specific hooks (imgui_test_engine) @@ -59,17 +60,25 @@ Index of this file: #include // INT_MIN, INT_MAX // Enable SSE intrinsics if available -#if (defined __SSE__ || defined __x86_64__ || defined _M_X64 || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1))) && !defined(IMGUI_DISABLE_SSE) +#if (defined __SSE__ || defined __x86_64__ || defined _M_X64 || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1))) && !defined(IMGUI_DISABLE_SSE) && !defined(_M_ARM64) && !defined(_M_ARM64EC) #define IMGUI_ENABLE_SSE #include +#if (defined __AVX__ || defined __SSE4_2__) +#define IMGUI_ENABLE_SSE4_2 +#include +#endif +#endif +// Emscripten has partial SSE 4.2 support where _mm_crc32_u32 is not available. See https://emscripten.org/docs/porting/simd.html#id11 and #8213 +#if defined(IMGUI_ENABLE_SSE4_2) && !defined(IMGUI_USE_LEGACY_CRC32_ADLER) && !defined(__EMSCRIPTEN__) +#define IMGUI_ENABLE_SSE4_2_CRC #endif // Visual Studio warnings #ifdef _MSC_VER #pragma warning (push) #pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) -#pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) #pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later #pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types #endif @@ -82,18 +91,22 @@ Index of this file: #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' #endif #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' -#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloorSigned() -#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h -#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h -#pragma clang diagnostic ignored "-Wold-style-cast" -#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" -#pragma clang diagnostic ignored "-Wdouble-promotion" +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloor() +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #pragma clang diagnostic ignored "-Wmissing-noreturn" // warning: function 'xxx' could be declared with attribute 'noreturn' +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type #elif defined(__GNUC__) #pragma GCC diagnostic push -#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind -#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma GCC diagnostic ignored "-Wsign-conversion" // warning: conversion to 'xxxx' from 'xxxx' may change the sign of the result #endif // In 1.89.4, we moved the implementation of "courtesy maths operators" from imgui_internal.h in imgui.h @@ -120,27 +133,40 @@ Index of this file: // [SECTION] Forward declarations //----------------------------------------------------------------------------- +// Utilities +// (other types which are not forwarded declared are: ImBitArray<>, ImSpan<>, ImSpanAllocator<>, ImStableVector<>, ImPool<>, ImChunkStream<>) struct ImBitVector; // Store 1-bit per value struct ImRect; // An axis-aligned rectangle (2 points) +struct ImGuiTextIndex; // Maintain a line index for a text buffer. + +// ImDrawList/ImFontAtlas struct ImDrawDataBuilder; // Helper to build a ImDrawData instance struct ImDrawListSharedData; // Data shared between all ImDrawList instances +struct ImFontAtlasBuilder; // Internal storage for incrementally packing and building a ImFontAtlas +struct ImFontAtlasPostProcessData; // Data available to potential texture post-processing functions +struct ImFontAtlasRectEntry; // Packed rectangle lookup entry + +// ImGui +struct ImGuiBoxSelectState; // Box-selection state (currently used by multi-selection, could potentially be used by others) struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it struct ImGuiContext; // Main Dear ImGui context struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine -struct ImGuiDataVarInfo; // Variable information (e.g. to avoid style variables from an enum) struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum +struct ImGuiDeactivatedItemData; // Data for IsItemDeactivated()/IsItemDeactivatedAfterEdit() function. struct ImGuiDockContext; // Docking system context struct ImGuiDockRequest; // Docking system dock/undock queued request struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes) struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session) +struct ImGuiErrorRecoveryState; // Storage of stack sizes for error handling and recovery struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box struct ImGuiInputTextDeactivateData;// Short term storage to backup text of a deactivating InputText() while another is stealing active id struct ImGuiLastItemData; // Status storage for last submitted items struct ImGuiLocEntry; // A localization entry. struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only -struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result -struct ImGuiNavTreeNodeData; // Temporary storage for last TreeNode() being a Left arrow landing candidate. +struct ImGuiMultiSelectState; // Multi-selection persistent state (for focused selection). +struct ImGuiMultiSelectTempData; // Multi-selection temporary state (while traversing). +struct ImGuiNavItemData; // Result of a keyboard/gamepad directional navigation move query result struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions struct ImGuiNextWindowData; // Storage for SetNextWindow** functions struct ImGuiNextItemData; // Storage for SetNextItem** functions @@ -148,19 +174,22 @@ struct ImGuiOldColumnData; // Storage data for a single column for lega struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api struct ImGuiPopupData; // Storage for current popup stack struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file -struct ImGuiStackSizes; // Storage of stack sizes for debugging/asserting struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it +struct ImGuiStyleVarInfo; // Style variable information (e.g. to access style variables from an enum) struct ImGuiTabBar; // Storage for a tab bar struct ImGuiTabItem; // Storage for a tab item (within a tab bar) struct ImGuiTable; // Storage for a table +struct ImGuiTableHeaderData; // Storage for TableAngledHeadersRow() struct ImGuiTableColumn; // Storage for one column of a table struct ImGuiTableInstanceData; // Storage for one instance of a same table struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. struct ImGuiTableSettings; // Storage for a table .ini settings struct ImGuiTableColumnsSettings; // Storage for a column .ini settings +struct ImGuiTreeNodeStackData; // Temporary storage for TreeNode(). struct ImGuiTypingSelectState; // Storage for GetTypingSelectRequest() struct ImGuiTypingSelectRequest; // Storage for GetTypingSelectRequest() (aimed to be public) struct ImGuiWindow; // Storage for one window +struct ImGuiWindowDockStyle; // Storage for window-style data which needs to be stored for docking purpose struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window) struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) @@ -171,14 +200,14 @@ typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // E typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical // Flags +typedef int ImDrawTextFlags; // -> enum ImDrawTextFlags_ // Flags: for ImTextCalcWordWrapPositionEx() typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags -typedef int ImGuiFocusRequestFlags; // -> enum ImGuiFocusRequestFlags_ // Flags: for FocusWindow(); -typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for IsKeyPressed(), IsMouseClicked(), SetKeyOwner(), SetItemKeyOwner() etc. -typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), g.LastItemData.InFlags +typedef int ImGuiFocusRequestFlags; // -> enum ImGuiFocusRequestFlags_ // Flags: for FocusWindow() typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() -typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() +typedef int ImGuiLogFlags; // -> enum ImGuiLogFlags_ // Flags: for LogBegin() text capturing function +typedef int ImGuiNavRenderCursorFlags; // -> enum ImGuiNavRenderCursorFlags_//Flags: for RenderNavCursor() typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions @@ -187,8 +216,12 @@ typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // F typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() typedef int ImGuiTypingSelectFlags; // -> enum ImGuiTypingSelectFlags_ // Flags: for GetTypingSelectRequest() +typedef int ImGuiWindowBgClickFlags; // -> enum ImGuiWindowBgClickFlags_ // Flags: for overriding behavior of clicking on window background/void. +typedef int ImGuiWindowRefreshFlags; // -> enum ImGuiWindowRefreshFlags_ // Flags: for SetNextWindowRefreshPolicy() -typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...); +// Table column indexing +typedef ImS16 ImGuiTableColumnIdx; +typedef ImU16 ImGuiTableDrawChannelIdx; //----------------------------------------------------------------------------- // [SECTION] Context pointer @@ -199,24 +232,6 @@ typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...); extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #endif -//------------------------------------------------------------------------- -// [SECTION] STB libraries includes -//------------------------------------------------------------------------- - -namespace ImStb -{ - -#undef STB_TEXTEDIT_STRING -#undef STB_TEXTEDIT_CHARTYPE -#define STB_TEXTEDIT_STRING ImGuiInputTextState -#define STB_TEXTEDIT_CHARTYPE ImWchar -#define STB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) -#define STB_TEXTEDIT_UNDOSTATECOUNT 99 -#define STB_TEXTEDIT_UNDOCHARCOUNT 999 -#include "imstb_textedit.h" - -} // namespace ImStb - //----------------------------------------------------------------------------- // [SECTION] Macros //----------------------------------------------------------------------------- @@ -235,20 +250,18 @@ namespace ImStb #endif // Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam. -#ifndef IMGUI_DISABLE_DEBUG_TOOLS -#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__) -#else -#define IMGUI_DEBUG_LOG(...) ((void)0) -#endif -#define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) -#define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) -#define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) -#define IMGUI_DEBUG_LOG_NAV(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) -#define IMGUI_DEBUG_LOG_SELECTION(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) -#define IMGUI_DEBUG_LOG_CLIPPER(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) -#define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) -#define IMGUI_DEBUG_LOG_DOCKING(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventDocking) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) -#define IMGUI_DEBUG_LOG_VIEWPORT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventViewport) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_ERROR(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventError) IMGUI_DEBUG_LOG(__VA_ARGS__); else g.DebugLogSkippedErrors++; } while (0) +#define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_NAV(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_SELECTION(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_CLIPPER(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FONT(...) do { ImGuiContext* g2 = GImGui; if (g2 && g2->DebugLogFlags & ImGuiDebugLogFlags_EventFont) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) // Called from ImFontAtlas function which may operate without a context. +#define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_DOCKING(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventDocking) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_VIEWPORT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventViewport) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) // Static Asserts #define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") @@ -262,12 +275,6 @@ namespace ImStb #define IM_ASSERT_PARANOID(_EXPR) #endif -// Error handling -// Down the line in some frameworks/languages we would like to have a way to redirect those to the programmer and recover from more faults. -#ifndef IM_ASSERT_USER_ERROR -#define IM_ASSERT_USER_ERROR(_EXP,_MSG) IM_ASSERT((_EXP) && _MSG) // Recoverable User Error -#endif - // Misc Macros #define IM_PI 3.14159265358979323846f #ifdef _WIN32 @@ -281,10 +288,18 @@ namespace ImStb #define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 #define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 -#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds -#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // -#define IM_STRINGIFY_HELPER(_X) #_X -#define IM_STRINGIFY(_X) IM_STRINGIFY_HELPER(_X) // Preprocessor idiom to stringify e.g. an integer. +#define IM_TRUNC(_VAL) ((float)(int)(_VAL)) // Positive values only! ImTrunc() is not inlined in MSVC debug builds +#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // Positive values only! +//#define IM_FLOOR IM_TRUNC // [OBSOLETE] Renamed in 1.90.0 (Sept 2023) + +// Hint for branch prediction +#if (defined(__cplusplus) && (__cplusplus >= 202002L)) || (defined(_MSVC_LANG) && (_MSVC_LANG >= 202002L)) +#define IM_LIKELY [[likely]] +#define IM_UNLIKELY [[unlikely]] +#else +#define IM_LIKELY +#define IM_UNLIKELY +#endif // Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall #ifdef _MSC_VER @@ -309,11 +324,11 @@ namespace ImStb #elif defined(__clang__) #define IM_DEBUG_BREAK() __builtin_debugtrap() #elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) -#define IM_DEBUG_BREAK() __asm__ volatile("int $0x03") +#define IM_DEBUG_BREAK() __asm__ volatile("int3;nop") #elif defined(__GNUC__) && defined(__thumb__) #define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01") #elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__) -#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0"); +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0") #else #define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! #endif @@ -351,33 +366,40 @@ namespace ImStb // - Helper: ImBitArray // - Helper: ImBitVector // - Helper: ImSpan<>, ImSpanAllocator<> +// - Helper: ImStableVector<> // - Helper: ImPool<> // - Helper: ImChunkStream<> // - Helper: ImGuiTextIndex +// - Helper: ImGuiStorage //----------------------------------------------------------------------------- // Helpers: Hashing IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImGuiID seed = 0); IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImGuiID seed = 0); +IMGUI_API const char* ImHashSkipUncontributingPrefix(const char* label); // Helpers: Sorting #ifndef ImQsort -static inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); } +inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); } #endif // Helpers: Color Blending IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b); // Helpers: Bit manipulation -static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } -static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } -static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } +inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } +inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } +inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } +inline unsigned int ImCountSetBits(unsigned int v) { unsigned int count = 0; while (v > 0) { v = v & (v - 1); count++; } return count; } // Helpers: String +#define ImStrlen strlen +#define ImMemchr memchr IMGUI_API int ImStricmp(const char* str1, const char* str2); // Case insensitive compare. IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); // Case insensitive compare to a certain count. IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); // Copy to a certain count and always zero terminate (strncpy doesn't). IMGUI_API char* ImStrdup(const char* str); // Duplicate a string. +IMGUI_API void* ImMemdup(const void* src, size_t size); // Duplicate a chunk of memory. IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); // Copy in provided buffer, recreate buffer if needed. IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); // Find first occurrence of 'c' in string range. IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line @@ -385,11 +407,12 @@ IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end IMGUI_API void ImStrTrimBlanks(char* str); // Remove leading and trailing blanks from a buffer. IMGUI_API const char* ImStrSkipBlank(const char* str); // Find first non-blank character. IMGUI_API int ImStrlenW(const ImWchar* str); // Computer string length (ImWchar string) -IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line (ImWchar string) +IMGUI_API const char* ImStrbol(const char* buf_mid_line, const char* buf_begin); // Find beginning-of-line IM_MSVC_RUNTIME_CHECKS_OFF -static inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; } -static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } -static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } +inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; } +inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } +inline bool ImCharIsXdigitA(char c) { return (c >= '0' && c <= '9') || (c >= 'A' && c <= 'F') || (c >= 'a' && c <= 'f'); } IM_MSVC_RUNTIME_CHECKS_RESTORE // Helpers: Formatting @@ -405,24 +428,48 @@ IMGUI_API const char* ImParseFormatSanitizeForScanning(const char* fmt_in, cha IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); // Helpers: UTF-8 <> wchar conversions -IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf +IMGUI_API int ImTextCharToUtf8(char out_buf[5], unsigned int c); // return output UTF-8 bytes count IMGUI_API int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 -IMGUI_API const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr); // return previous UTF-8 code-point. +IMGUI_API const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_p); // return previous UTF-8 code-point. +IMGUI_API const char* ImTextFindValidUtf8CodepointEnd(const char* in_text_start, const char* in_text_end, const char* in_p); // return previous UTF-8 code-point if 'in_p' is not the end of a valid one. +IMGUI_API int ImTextCountLines(const char* in_text, const char* in_text_end); // return number of lines taken by text. trailing carriage return doesn't count as an extra line. + +// Helpers: High-level text functions (DO NOT USE!!! THIS IS A MINIMAL SUBSET OF LARGER UPCOMING CHANGES) +enum ImDrawTextFlags_ +{ + ImDrawTextFlags_None = 0, + ImDrawTextFlags_CpuFineClip = 1 << 0, // Must be == 1/true for legacy with 'bool cpu_fine_clip' arg to RenderText() + ImDrawTextFlags_WrapKeepBlanks = 1 << 1, + ImDrawTextFlags_StopOnNewLine = 1 << 2, +}; +IMGUI_API ImVec2 ImFontCalcTextSizeEx(ImFont* font, float size, float max_width, float wrap_width, const char* text_begin, const char* text_end_display, const char* text_end, const char** out_remaining, ImVec2* out_offset, ImDrawTextFlags flags); +IMGUI_API const char* ImFontCalcWordWrapPositionEx(ImFont* font, float size, const char* text, const char* text_end, float wrap_width, ImDrawTextFlags flags = 0); +IMGUI_API const char* ImTextCalcWordWrapNextLineStart(const char* text, const char* text_end, ImDrawTextFlags flags = 0); // trim trailing space and find beginning of next line + +// Character classification for word-wrapping logic +enum ImWcharClass +{ + ImWcharClass_Blank, ImWcharClass_Punct, ImWcharClass_Other +}; +IMGUI_API void ImTextInitClassifiers(); +IMGUI_API void ImTextClassifierClear(ImU32* bits, unsigned int codepoint_min, unsigned int codepoint_end, ImWcharClass char_class); +IMGUI_API void ImTextClassifierSetCharClass(ImU32* bits, unsigned int codepoint_min, unsigned int codepoint_end, ImWcharClass char_class, unsigned int c); +IMGUI_API void ImTextClassifierSetCharClassFromStr(ImU32* bits, unsigned int codepoint_min, unsigned int codepoint_end, ImWcharClass char_class, const char* s); // Helpers: File System #ifdef IMGUI_DISABLE_FILE_FUNCTIONS #define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS typedef void* ImFileHandle; -static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; } -static inline bool ImFileClose(ImFileHandle) { return false; } -static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; } -static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; } -static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; } +inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; } +inline bool ImFileClose(ImFileHandle) { return false; } +inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; } +inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; } +inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; } #endif #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS typedef FILE* ImFileHandle; @@ -448,55 +495,57 @@ IM_MSVC_RUNTIME_CHECKS_OFF #define ImAcos(X) acosf(X) #define ImAtan2(Y, X) atan2f((Y), (X)) #define ImAtof(STR) atof(STR) -//#define ImFloorStd(X) floorf(X) // We use our own, see ImFloor() and ImFloorSigned() #define ImCeil(X) ceilf(X) -static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision -static inline double ImPow(double x, double y) { return pow(x, y); } -static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision -static inline double ImLog(double x) { return log(x); } -static inline int ImAbs(int x) { return x < 0 ? -x : x; } -static inline float ImAbs(float x) { return fabsf(x); } -static inline double ImAbs(double x) { return fabs(x); } -static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument -static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; } +inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision +inline double ImPow(double x, double y) { return pow(x, y); } +inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision +inline double ImLog(double x) { return log(x); } +inline int ImAbs(int x) { return x < 0 ? -x : x; } +inline float ImAbs(float x) { return fabsf(x); } +inline double ImAbs(double x) { return fabs(x); } +inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument +inline double ImSign(double x) { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; } #ifdef IMGUI_ENABLE_SSE -static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } +inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } #else -static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); } +inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); } #endif -static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); } +inline double ImRsqrt(double x) { return 1.0 / sqrt(x); } #endif // - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double // (Exceptionally using templates here but we could also redefine them for those types) -template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } -template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } -template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } -template static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); } -template static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } -template static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; } -template static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; } +template T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } +template T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } +template T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } +template T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); } +template void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } +template T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; } +template T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; } // - Misc maths helpers -static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } -static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } -static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2& mn, ImVec2 mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } -static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); } -static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } -static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } -static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } -static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } -static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } -static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; } -static inline float ImFloor(float f) { return (float)(int)(f); } -static inline float ImFloorSigned(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() -static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } -static inline ImVec2 ImFloorSigned(const ImVec2& v) { return ImVec2(ImFloorSigned(v.x), ImFloorSigned(v.y)); } -static inline int ImModPositive(int a, int b) { return (a + b) % b; } -static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } -static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } -static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } -static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } -static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; } -static inline float ImExponentialMovingAverage(float avg, float sample, int n) { avg -= avg / n; avg += sample / n; return avg; } +inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } +inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } +inline ImVec2 ImClamp(const ImVec2& v, const ImVec2&mn, const ImVec2&mx){ return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } +inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); } +inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } +inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } +inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } +inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } +inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } +inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; } +inline float ImTrunc(float f) { return (float)(int)(f); } +inline ImVec2 ImTrunc(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } +inline float ImFloor(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() +inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2(ImFloor(v.x), ImFloor(v.y)); } +inline float ImTrunc64(float f) { return (float)(ImS64)(f); } +inline float ImRound64(float f) { return (float)(ImS64)(f + 0.5f); } // FIXME: Positive values only. +inline int ImModPositive(int a, int b) { return (a + b) % b; } +inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } +inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } +inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } +inline float ImLinearRemapClamp(float s0, float s1, float d0, float d1, float x) { return ImSaturate((x - s0) / (s1 - s0)) * (d1 - d0) + d0; } +inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; } +inline float ImExponentialMovingAverage(float avg, float sample, int n){ avg -= avg / (float)n; avg += sample / (float)n; return avg; } IM_MSVC_RUNTIME_CHECKS_RESTORE // Helpers: Geometry @@ -508,7 +557,8 @@ IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); -inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; } +inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; } +inline bool ImTriangleIsClockwise(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ((b.x - a.x) * (c.y - b.y)) - ((c.x - b.x) * (b.y - a.y)) > 0.0f; } // Helper: ImVec1 (1D vector) // (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) @@ -520,6 +570,14 @@ struct ImVec1 constexpr ImVec1(float _x) : x(_x) { } }; +// Helper: ImVec2i (2D vector, integer) +struct ImVec2i +{ + int x, y; + constexpr ImVec2i() : x(0), y(0) {} + constexpr ImVec2i(int _x, int _y) : x(_x), y(_y) {} +}; + // Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage) struct ImVec2ih { @@ -552,6 +610,7 @@ struct IMGUI_API ImRect ImVec2 GetBR() const { return Max; } // Bottom-right bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } + bool ContainsWithPad(const ImVec2& p, const ImVec2& pad) const { return p.x >= Min.x - pad.x && p.y >= Min.y - pad.y && p.x < Max.x + pad.x && p.y < Max.y + pad.y; } bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } @@ -562,9 +621,9 @@ struct IMGUI_API ImRect void TranslateY(float dy) { Min.y += dy; Max.y += dy; } void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. - void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); } bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } + const ImVec4& AsVec4() const { return *(const ImVec4*)&Min.x; } }; // Helper: ImBitArray @@ -595,15 +654,15 @@ typedef ImU32* ImBitArrayPtr; // Name for use in structs template struct ImBitArray { - ImU32 Storage[(BITCOUNT + 31) >> 5]; + ImU32 Data[(BITCOUNT + 31) >> 5]; ImBitArray() { ClearAllBits(); } - void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); } - void SetAllBits() { memset(Storage, 255, sizeof(Storage)); } - bool TestBit(int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); } - void SetBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Storage, n); } - void ClearBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Storage, n); } - void SetBitRange(int n, int n2) { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2) - bool operator[](int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); } + void ClearAllBits() { memset(Data, 0, sizeof(Data)); } + void SetAllBits() { memset(Data, 255, sizeof(Data)); } + bool TestBit(int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Data, n); } + void SetBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Data, n); } + void ClearBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Data, n); } + void SetBitRange(int n, int n2) { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Data, n, n2); } // Works on range [n..n2) + bool operator[](int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Data, n); } }; // Helper: ImBitVector @@ -660,7 +719,7 @@ struct ImSpanAllocator int Offsets[CHUNKS]; int Sizes[CHUNKS]; - ImSpanAllocator() { memset(this, 0, sizeof(*this)); } + ImSpanAllocator() { memset((void*)this, 0, sizeof(*this)); } inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; } inline int GetArenaSizeInBytes() { return CurrOff; } inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; } @@ -670,6 +729,39 @@ struct ImSpanAllocator inline void GetSpan(int n, ImSpan* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); } }; +// Helper: ImStableVector<> +// Allocating chunks of BLOCKSIZE items. Objects pointers are never invalidated when growing, only by clear(). +// Important: does not destruct anything! +// Implemented only the minimum set of functions we need for it. +template +struct ImStableVector +{ + int Size = 0; + int Capacity = 0; + ImVector Blocks; + + // Functions + inline ~ImStableVector() { for (T* block : Blocks) IM_FREE(block); } + + inline void clear() { Size = Capacity = 0; Blocks.clear_delete(); } + inline void resize(int new_size) { if (new_size > Capacity) reserve(new_size); Size = new_size; } + inline void reserve(int new_cap) + { + new_cap = IM_MEMALIGN(new_cap, BLOCKSIZE); + int old_count = Capacity / BLOCKSIZE; + int new_count = new_cap / BLOCKSIZE; + if (new_count <= old_count) + return; + Blocks.resize(new_count); + for (int n = old_count; n < new_count; n++) + Blocks[n] = (T*)IM_ALLOC(sizeof(T) * BLOCKSIZE); + Capacity = new_cap; + } + inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Blocks[i / BLOCKSIZE][i % BLOCKSIZE]; } + inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Blocks[i / BLOCKSIZE][i % BLOCKSIZE]; } + inline T* push_back(const T& v) { int i = Size; IM_ASSERT(i >= 0); if (Size == Capacity) reserve(Capacity + BLOCKSIZE); void* ptr = &Blocks[i / BLOCKSIZE][i % BLOCKSIZE]; memcpy(ptr, &v, sizeof(v)); Size++; return (T*)ptr; } +}; + // Helper: ImPool<> // Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, // Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. @@ -701,9 +793,6 @@ struct ImPool int GetBufSize() const { return Buf.Size; } int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); } -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - int GetSize() { return GetMapSize(); } // For ImPlot: should use GetMapSize() from (IMGUI_VERSION_NUM >= 18304) -#endif }; // Helper: ImChunkStream<> @@ -727,23 +816,25 @@ struct ImChunkStream int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; } T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); } void swap(ImChunkStream& rhs) { rhs.Buf.swap(Buf); } - }; -// Helper: ImGuiTextIndex<> +// Helper: ImGuiTextIndex // Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API. struct ImGuiTextIndex { - ImVector LineOffsets; + ImVector Offsets; int EndOffset = 0; // Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?) - void clear() { LineOffsets.clear(); EndOffset = 0; } - int size() { return LineOffsets.Size; } - const char* get_line_begin(const char* base, int n) { return base + LineOffsets[n]; } - const char* get_line_end(const char* base, int n) { return base + (n + 1 < LineOffsets.Size ? (LineOffsets[n + 1] - 1) : EndOffset); } + void clear() { Offsets.clear(); EndOffset = 0; } + int size() { return Offsets.Size; } + const char* get_line_begin(const char* base, int n) { return base + (Offsets.Size != 0 ? Offsets[n] : 0); } + const char* get_line_end(const char* base, int n) { return base + (n + 1 < Offsets.Size ? (Offsets[n + 1] - 1) : EndOffset); } void append(const char* base, int old_size, int new_size); }; +// Helper: ImGuiStorage +IMGUI_API ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key); + //----------------------------------------------------------------------------- // [SECTION] ImDrawList support //----------------------------------------------------------------------------- @@ -774,27 +865,33 @@ struct ImGuiTextIndex #define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle. // Data shared between all ImDrawList instances -// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. +// Conceptually this could have been called e.g. ImDrawListSharedContext +// Typically one ImGui context would create and maintain one of this. +// You may want to create your own instance of you try to ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. struct IMGUI_API ImDrawListSharedData { - ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas - ImFont* Font; // Current/default font (optional, for simplified AddText overload) - float FontSize; // Current/default font size (optional, for simplified AddText overload) + ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas (== FontAtlas->TexUvWhitePixel) + const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas (== FontAtlas->TexUvLines) + ImFontAtlas* FontAtlas; // Current font atlas + ImFont* Font; // Current font (used for simplified AddText overload) + float FontSize; // Current font size (used for for simplified AddText overload) + float FontScale; // Current font scale (== FontSize / Font->FontSize) float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc - ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + float InitialFringeScale; // Initial scale to apply to AA fringe ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + ImVector TempBuffer; // Temporary write buffer + ImVector DrawLists; // All draw lists associated to this ImDrawListSharedData + ImGuiContext* Context; // [OPTIONAL] Link to Dear ImGui context. 99% of ImDrawList/ImFontAtlas can function without an ImGui context, but this facilitate handling one legacy edge case. - // [Internal] Temp write buffer - ImVector TempBuffer; - - // [Internal] Lookup tables + // Lookup tables ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo() ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead) - const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas ImDrawListSharedData(); + ~ImDrawListSharedData(); void SetCircleTessellationMaxError(float max_error); }; @@ -803,36 +900,97 @@ struct ImDrawDataBuilder ImVector* Layers[2]; // Pointers to global layers for: regular, tooltip. LayersP[0] is owned by DrawData. ImVector LayerData1; - ImDrawDataBuilder() { memset(this, 0, sizeof(*this)); } + ImDrawDataBuilder() { memset((void*)this, 0, sizeof(*this)); } +}; + +struct ImFontStackData +{ + ImFont* Font; + float FontSizeBeforeScaling; // ~~ style.FontSizeBase + float FontSizeAfterScaling; // ~~ g.FontSize +}; + +//----------------------------------------------------------------------------- +// [SECTION] Style support +//----------------------------------------------------------------------------- + +struct ImGuiStyleVarInfo +{ + ImU32 Count : 8; // 1+ + ImGuiDataType DataType : 8; + ImU32 Offset : 16; // Offset in parent structure + void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); } +}; + +// Stacked color modifier, backup of modified data so we can restore it +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; + +// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; + ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Data types support +//----------------------------------------------------------------------------- + +struct ImGuiDataTypeStorage +{ + ImU8 Data[8]; // Opaque storage to fit any data up to ImGuiDataType_COUNT +}; + +// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). +struct ImGuiDataTypeInfo +{ + size_t Size; // Size in bytes + const char* Name; // Short descriptive name for the type, for debugging + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type +}; + +// Extend ImGuiDataType_ +enum ImGuiDataTypePrivate_ +{ + ImGuiDataType_Pointer = ImGuiDataType_COUNT, + ImGuiDataType_ID, }; //----------------------------------------------------------------------------- // [SECTION] Widgets support: flags, enums, data structures //----------------------------------------------------------------------------- -// Flags used by upcoming items -// - input: PushItemFlag() manipulates g.CurrentItemFlags, ItemAdd() calls may add extra flags. -// - output: stored in g.LastItemData.InFlags -// Current window shared by all windows. -// This is going to be exposed in imgui.h when stabilized enough. -enum ImGuiItemFlags_ +// Extend ImGuiItemFlags +// - input: PushItemFlag() manipulates g.CurrentItemFlags, g.NextItemData.ItemFlags, ItemAdd() calls may add extra flags too. +// - output: stored in g.LastItemData.ItemFlags +enum ImGuiItemFlagsPrivate_ { // Controlled by user - ImGuiItemFlags_None = 0, - ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav. - ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. - ImGuiItemFlags_Disabled = 1 << 2, // false // Disable interactions but doesn't affect visuals. See BeginDisabled()/EndDisabled(). See github.com/ocornut/imgui/issues/211 - ImGuiItemFlags_NoNav = 1 << 3, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls) - ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false // Disable item being a candidate for default focus (e.g. used by title bar items) - ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window - ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) - ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. - ImGuiItemFlags_NoWindowHoverableCheck = 1 << 8, // false // Disable hoverable check in ItemHoverable() - ImGuiItemFlags_AllowOverlap = 1 << 9, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame. + ImGuiItemFlags_ReadOnly = 1 << 11, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. + ImGuiItemFlags_MixedValue = 1 << 12, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) + ImGuiItemFlags_NoWindowHoverableCheck = 1 << 13, // false // Disable hoverable check in ItemHoverable() + ImGuiItemFlags_AllowOverlap = 1 << 14, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame. + ImGuiItemFlags_NoNavDisableMouseHover = 1 << 15, // false // Nav keyboard/gamepad mode doesn't disable hover highlight (behave as if NavHighlightItemUnderNav==false). + ImGuiItemFlags_NoMarkEdited = 1 << 16, // false // Skip calling MarkItemEdited() + ImGuiItemFlags_NoFocus = 1 << 17, // false // [EXPERIMENTAL: Not very well specced] Clicking doesn't take focus. Automatically sets ImGuiButtonFlags_NoFocus + ImGuiButtonFlags_NoNavFocus in ButtonBehavior(). // Controlled by widget code - ImGuiItemFlags_Inputable = 1 << 10, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. - ImGuiItemFlags_HasSelectionUserData = 1 << 11, // false // Set by SetNextItemSelectionUserData() + ImGuiItemFlags_Inputable = 1 << 20, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. + ImGuiItemFlags_HasSelectionUserData = 1 << 21, // false // Set by SetNextItemSelectionUserData() + ImGuiItemFlags_IsMultiSelect = 1 << 22, // false // Set by SetNextItemSelectionUserData() + + ImGuiItemFlags_Default_ = ImGuiItemFlags_AutoClosePopups, // Please don't change, use PushItemFlag() instead. + + // Obsolete + //ImGuiItemFlags_SelectableDontClosePopup = !ImGuiItemFlags_AutoClosePopups, // Can't have a redirect as we inverted the behavior }; // Status flags for an already submitted item @@ -848,8 +1006,10 @@ enum ImGuiItemStatusFlags_ ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing. - ImGuiItemStatusFlags_FocusedByTabbing = 1 << 8, // Set when the Focusable item just got focused by Tabbing (FIXME: to be removed soon) - ImGuiItemStatusFlags_Visible = 1 << 9, // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()). + ImGuiItemStatusFlags_Visible = 1 << 8, // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()). + ImGuiItemStatusFlags_HasClipRect = 1 << 9, // g.LastItemData.ClipRect is valid. + ImGuiItemStatusFlags_HasShortcut = 1 << 10, // g.LastItemData.Shortcut valid. Set by SetNextItemShortcut() -> ItemAdd(). + //ImGuiItemStatusFlags_FocusedByTabbing = 1 << 8, // Removed IN 1.90.1 (Dec 2023). The trigger is part of g.NavActivateId. See commit 54c1bdeceb. // Additional status + semantic for ImGuiTestEngine #ifdef IMGUI_ENABLE_TEST_ENGINE @@ -874,8 +1034,8 @@ enum ImGuiInputTextFlagsPrivate_ { // [Internal] ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() - ImGuiInputTextFlags_NoMarkEdited = 1 << 27, // For internal use by functions using InputText() before reformatting data - ImGuiInputTextFlags_MergedItem = 1 << 28, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. + ImGuiInputTextFlags_TempInput = 1 << 27, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. + ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 28, // For internal use by InputScalar() and TempInputScalar() }; // Extend ImGuiButtonFlags_ @@ -884,23 +1044,24 @@ enum ImGuiButtonFlagsPrivate_ ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event) ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item - ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release) + ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release). Prior to 2026/03/20 this implied ImGuiButtonFlags_NoHoldingActiveId but they are separate now. ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release) ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) - ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat + //ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat -> use ImGuiItemFlags_ButtonRepeat instead. ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping - ImGuiButtonFlags_AllowOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable. - ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press // [UNUSED] + //ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press //ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine - ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held + ImGuiButtonFlags_NoKeyModsAllowed = 1 << 16, // disable mouse interaction if a key modifier is held ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) - ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used everytime an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.InFlags) + ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used every time an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.ItemFlags) ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_NoFocus = 1 << 22, // [EXPERIMENTAL: Not very well specced]. Don't focus parent window when clicking. ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease, + //ImGuiButtonFlags_NoKeyModifiers = ImGuiButtonFlags_NoKeyModsAllowed, // Renamed in 1.91.4 }; // Extend ImGuiComboFlags_ @@ -921,7 +1082,6 @@ enum ImGuiSelectableFlagsPrivate_ { // NB: need to be in sync with last value of ImGuiSelectableFlags_ ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, - ImGuiSelectableFlags_SelectOnNav = 1 << 21, // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API. ImGuiSelectableFlags_SelectOnClick = 1 << 22, // Override button behavior to react on Click (default is Click+Release) ImGuiSelectableFlags_SelectOnRelease = 1 << 23, // Override button behavior to react on Release (default is Click+Release) ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) @@ -933,8 +1093,11 @@ enum ImGuiSelectableFlagsPrivate_ // Extend ImGuiTreeNodeFlags_ enum ImGuiTreeNodeFlagsPrivate_ { - ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20, - ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 21,// (FIXME-WIP) Turn Down arrow into an Up arrow, but reversed trees (#6517) + ImGuiTreeNodeFlags_NoNavFocus = 1 << 27,// Don't claim nav focus when interacting with this item (#8551) + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28,// FIXME-WIP: Hard-coded for CollapsingHeader() + ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29,// FIXME-WIP: Turn Down arrow into an Up arrow, for reversed trees (#6517) + ImGuiTreeNodeFlags_OpenOnMask_ = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow, + ImGuiTreeNodeFlags_DrawLinesMask_ = ImGuiTreeNodeFlags_DrawLinesNone | ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes, }; enum ImGuiSeparatorFlags_ @@ -975,13 +1138,16 @@ enum ImGuiLayoutType_ ImGuiLayoutType_Vertical = 1 }; -enum ImGuiLogType +// Flags for LogBegin() text capturing function +enum ImGuiLogFlags_ { - ImGuiLogType_None = 0, - ImGuiLogType_TTY, - ImGuiLogType_File, - ImGuiLogType_Buffer, - ImGuiLogType_Clipboard, + ImGuiLogFlags_None = 0, + + ImGuiLogFlags_OutputTTY = 1 << 0, + ImGuiLogFlags_OutputFile = 1 << 1, + ImGuiLogFlags_OutputBuffer = 1 << 2, + ImGuiLogFlags_OutputClipboard = 1 << 3, + ImGuiLogFlags_OutputMask_ = ImGuiLogFlags_OutputTTY | ImGuiLogFlags_OutputFile | ImGuiLogFlags_OutputBuffer | ImGuiLogFlags_OutputClipboard, }; // X/Y enums are fixed to 0/1 so they may be used to index ImVec2 @@ -998,60 +1164,6 @@ enum ImGuiPlotType ImGuiPlotType_Histogram, }; -enum ImGuiPopupPositionPolicy -{ - ImGuiPopupPositionPolicy_Default, - ImGuiPopupPositionPolicy_ComboBox, - ImGuiPopupPositionPolicy_Tooltip, -}; - -struct ImGuiDataVarInfo -{ - ImGuiDataType Type; - ImU32 Count; // 1+ - ImU32 Offset; // Offset in parent structure - void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); } -}; - -struct ImGuiDataTypeTempStorage -{ - ImU8 Data[8]; // Can fit any data up to ImGuiDataType_COUNT -}; - -// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). -struct ImGuiDataTypeInfo -{ - size_t Size; // Size in bytes - const char* Name; // Short descriptive name for the type, for debugging - const char* PrintFmt; // Default printf format for the type - const char* ScanFmt; // Default scanf format for the type -}; - -// Extend ImGuiDataType_ -enum ImGuiDataTypePrivate_ -{ - ImGuiDataType_String = ImGuiDataType_COUNT + 1, - ImGuiDataType_Pointer, - ImGuiDataType_ID, -}; - -// Stacked color modifier, backup of modified data so we can restore it -struct ImGuiColorMod -{ - ImGuiCol Col; - ImVec4 BackupValue; -}; - -// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. -struct ImGuiStyleMod -{ - ImGuiStyleVar VarIdx; - union { int BackupInt[2]; float BackupFloat[2]; }; - ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } - ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } - ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } -}; - // Storage data for BeginComboPreview()/EndComboPreview() struct IMGUI_API ImGuiComboPreviewData { @@ -1062,7 +1174,7 @@ struct IMGUI_API ImGuiComboPreviewData float BackupPrevLineTextBaseOffset; ImGuiLayoutType BackupLayout; - ImGuiComboPreviewData() { memset(this, 0, sizeof(*this)); } + ImGuiComboPreviewData() { memset((void*)this, 0, sizeof(*this)); } }; // Stacked storage data for BeginGroup()/EndGroup() @@ -1071,13 +1183,16 @@ struct IMGUI_API ImGuiGroupData ImGuiID WindowID; ImVec2 BackupCursorPos; ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; ImVec1 BackupIndent; ImVec1 BackupGroupOffset; ImVec2 BackupCurrLineSize; float BackupCurrLineTextBaseOffset; ImGuiID BackupActiveIdIsAlive; - bool BackupActiveIdPreviousFrameIsAlive; + bool BackupActiveIdHasBeenEditedThisFrame; + bool BackupDeactivatedIdIsAlive; bool BackupHoveredIdIsAlive; + bool BackupIsSameLine; bool EmitItem; }; @@ -1093,7 +1208,7 @@ struct IMGUI_API ImGuiMenuColumns ImU16 OffsetMark; ImU16 Widths[4]; // Width of: Icon, Label, Shortcut, Mark (accumulators for current frame) - ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); } + ImGuiMenuColumns() { memset((void*)this, 0, sizeof(*this)); } void Update(float spacing, bool window_reappearing); float DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark); void CalcNextTotalWidth(bool update_offsets); @@ -1105,60 +1220,92 @@ struct IMGUI_API ImGuiInputTextDeactivatedState ImGuiID ID; // widget id owning the text state (which just got deactivated) ImVector TextA; // text buffer - ImGuiInputTextDeactivatedState() { memset(this, 0, sizeof(*this)); } + ImGuiInputTextDeactivatedState() { memset((void*)this, 0, sizeof(*this)); } void ClearFreeMemory() { ID = 0; TextA.clear(); } }; + +// Forward declare imstb_textedit.h structure + make its main configuration define accessible +#undef IMSTB_TEXTEDIT_STRING +#undef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_STRING ImGuiInputTextState +#define IMSTB_TEXTEDIT_CHARTYPE char +#define IMSTB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 +namespace ImStb { struct STB_TexteditState; } +typedef ImStb::STB_TexteditState ImStbTexteditState; + // Internal state of the currently focused/edited text input box // For a given item ID, access with ImGui::GetInputTextState() struct IMGUI_API ImGuiInputTextState { ImGuiContext* Ctx; // parent UI context (needs to be set explicitly by parent). + ImStbTexteditState* Stb; // State for stb_textedit.h + ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set. ImGuiID ID; // widget id owning the text state - int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not. - ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. - ImVector TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity. - ImVector InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) - bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument) - int BufCapacityA; // end-user buffer capacity - float ScrollX; // horizontal scrolling/offset - ImStb::STB_TexteditState Stb; // state for stb_textedit.h + int TextLen; // UTF-8 length of the string in TextA (in bytes) + const char* TextSrc; // == TextA.Data unless read-only, in which case == buf passed to InputText(). For _ReadOnly fields, pointer will be null outside the InputText() call. + ImVector TextA; // main UTF8 buffer. TextA.Size is a buffer size! Should always be >= buf_size passed by user (and of course >= CurLenA + 1). + ImVector TextToRevertTo; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered) + ImVector CallbackTextBackup; // temporary storage for callback to support automatic reconcile of undo-stack + int BufCapacity; // end-user buffer capacity (include zero terminator) + ImVec2 Scroll; // horizontal offset (managed manually) + vertical scrolling (pulled from child window's own Scroll.y) + int LineCount; // last line count (solely for debugging) + float WrapWidth; // word-wrapping width float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) + bool CursorCenterY; // set when we want scrolling to be centered over the cursor position (while resizing a word-wrapping field) bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection - bool Edited; // edited this frame - ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set. + bool EditedBefore; // edited since activated + bool EditedThisFrame; // edited this frame + bool WantReloadUserBuf; // force a reload of user buf so it may be modified externally. may be automatic in future version. + ImS8 LastMoveDirectionLR; // ImGuiDir_Left or ImGuiDir_Right. track last movement direction so when cursor cross over a word-wrapping boundaries we can display it on either line depending on last move.s + int ReloadSelectionStart; + int ReloadSelectionEnd; - ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } - void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); } - void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } - int GetUndoAvailCount() const { return Stb.undostate.undo_point; } - int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } + ImGuiInputTextState(); + ~ImGuiInputTextState(); + void ClearText() { TextLen = 0; TextA[0] = 0; CursorClamp(); } + void ClearFreeMemory() { TextA.clear(); TextToRevertTo.clear(); } void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation + void OnCharPressed(unsigned int c); + float GetPreferredOffsetX() const; + const char* GetText() { return TextA.Data ? TextA.Data : ""; } // Cursor & Selection - void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking - void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } - bool HasSelection() const { return Stb.select_start != Stb.select_end; } - void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } - int GetCursorPos() const { return Stb.cursor; } - int GetSelectionStart() const { return Stb.select_start; } - int GetSelectionEnd() const { return Stb.select_end; } - void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } + void CursorAnimReset(); + void CursorClamp(); + bool HasSelection() const; + void ClearSelection(); + int GetCursorPos() const; + int GetSelectionStart() const; + int GetSelectionEnd() const; + void SetSelection(int start, int end); + void SelectAll(); + + // Reload user buf (WIP #2890) + // If you modify underlying user-passed const char* while active you need to call this (InputText V2 may lift this) + // strcpy(my_buf, "hello"); + // if (ImGuiInputTextState* state = ImGui::GetInputTextState(id)) // id may be ImGui::GetItemID() is last item + // state->ReloadUserBufAndSelectAll(); + void ReloadUserBufAndSelectAll(); + void ReloadUserBufAndKeepSelection(); + void ReloadUserBufAndMoveToEnd(); }; -// Storage for current popup stack -struct ImGuiPopupData +enum ImGuiWindowRefreshFlags_ { - ImGuiID PopupId; // Set on OpenPopup() - ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() - ImGuiWindow* BackupNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close - int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value - int OpenFrameCount; // Set on OpenPopup() - ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) - ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) - ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + ImGuiWindowRefreshFlags_None = 0, + ImGuiWindowRefreshFlags_TryToAvoidRefresh = 1 << 0, // [EXPERIMENTAL] Try to keep existing contents, USER MUST NOT HONOR BEGIN() RETURNING FALSE AND NOT APPEND. + ImGuiWindowRefreshFlags_RefreshOnHover = 1 << 1, // [EXPERIMENTAL] Always refresh on hover + ImGuiWindowRefreshFlags_RefreshOnFocus = 1 << 2, // [EXPERIMENTAL] Always refresh on focus + // Refresh policy/frequency, Load Balancing etc. +}; - ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; } +enum ImGuiWindowBgClickFlags_ +{ + ImGuiWindowBgClickFlags_None = 0, + ImGuiWindowBgClickFlags_Move = 1 << 0, // Click on bg/void + drag to move window. Cleared by default when using io.ConfigWindowsMoveFromTitleBarOnly. }; enum ImGuiNextWindowDataFlags_ @@ -1172,15 +1319,20 @@ enum ImGuiNextWindowDataFlags_ ImGuiNextWindowDataFlags_HasFocus = 1 << 5, ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, ImGuiNextWindowDataFlags_HasScroll = 1 << 7, - ImGuiNextWindowDataFlags_HasViewport = 1 << 8, - ImGuiNextWindowDataFlags_HasDock = 1 << 9, - ImGuiNextWindowDataFlags_HasWindowClass = 1 << 10, + ImGuiNextWindowDataFlags_HasWindowFlags = 1 << 8, + ImGuiNextWindowDataFlags_HasChildFlags = 1 << 9, + ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 10, + ImGuiNextWindowDataFlags_HasViewport = 1 << 11, + ImGuiNextWindowDataFlags_HasDock = 1 << 12, + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 13, }; // Storage for SetNexWindow** functions struct ImGuiNextWindowData { - ImGuiNextWindowDataFlags Flags; + ImGuiNextWindowDataFlags HasFlags; + + // Members below are NOT cleared. Always rely on HasFlags. ImGuiCond PosCond; ImGuiCond SizeCond; ImGuiCond CollapsedCond; @@ -1190,6 +1342,8 @@ struct ImGuiNextWindowData ImVec2 SizeVal; ImVec2 ContentSizeVal; ImVec2 ScrollVal; + ImGuiWindowFlags WindowFlags; // Only honored by BeginTable() + ImGuiChildFlags ChildFlags; bool PosUndock; bool CollapsedVal; ImRect SizeConstraintRect; @@ -1200,62 +1354,81 @@ struct ImGuiNextWindowData ImGuiID DockId; ImGuiWindowClass WindowClass; ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?) + ImGuiWindowRefreshFlags RefreshFlagsVal; - ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } - inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } + ImGuiNextWindowData() { memset((void*)this, 0, sizeof(*this)); } + inline void ClearFlags() { HasFlags = ImGuiNextWindowDataFlags_None; } }; -// Multi-Selection item index or identifier when using SetNextItemSelectionUserData()/BeginMultiSelect() -// (Most users are likely to use this store an item INDEX but this may be used to store a POINTER as well.) -typedef ImS64 ImGuiSelectionUserData; - enum ImGuiNextItemDataFlags_ { - ImGuiNextItemDataFlags_None = 0, - ImGuiNextItemDataFlags_HasWidth = 1 << 0, - ImGuiNextItemDataFlags_HasOpen = 1 << 1, + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1, + ImGuiNextItemDataFlags_HasShortcut = 1 << 2, + ImGuiNextItemDataFlags_HasRefVal = 1 << 3, + ImGuiNextItemDataFlags_HasStorageID = 1 << 4, + ImGuiNextItemDataFlags_HasColorMarker = 1 << 5, }; struct ImGuiNextItemData { - ImGuiNextItemDataFlags Flags; - ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap. - // Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem() - float Width; // Set by SetNextItemWidth() - ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values) - ImGuiCond OpenCond; - bool OpenVal; // Set by SetNextItemOpen() + ImGuiNextItemDataFlags HasFlags; // Called HasFlags instead of Flags to avoid mistaking this + ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap and ImGuiItemFlags_HasSelectionUserData. - ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; } - inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()! + // Members below are NOT cleared by ItemAdd() meaning they are still valid during e.g. NavProcessItem(). Always rely on HasFlags. + ImGuiID FocusScopeId; // Set by SetNextItemSelectionUserData() + ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values) + float Width; // Set by SetNextItemWidth() + ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut() + ImGuiInputFlags ShortcutFlags; // Set by SetNextItemShortcut() + bool OpenVal; // Set by SetNextItemOpen() + ImU8 OpenCond; // Set by SetNextItemOpen() + ImGuiDataTypeStorage RefVal; // Not exposed yet, for ImGuiInputTextFlags_ParseEmptyAsRefVal + ImGuiID StorageId; // Set by SetNextItemStorageID() + ImU32 ColorMarker; // Set by SetNextItemColorMarker(). Not exposed yet, supported by DragScalar,SliderScalar and for ImGuiSliderFlags_ColorMarkers. + + ImGuiNextItemData() { memset((void*)this, 0, sizeof(*this)); SelectionUserData = -1; } + inline void ClearFlags() { HasFlags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()! }; // Status storage for the last submitted item struct ImGuiLastItemData { ImGuiID ID; - ImGuiItemFlags InFlags; // See ImGuiItemFlags_ + ImGuiItemFlags ItemFlags; // See ImGuiItemFlags_ (called 'InFlags' before v1.91.4). ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_ ImRect Rect; // Full rectangle ImRect NavRect; // Navigation scoring rectangle (not displayed) - ImRect DisplayRect; // Display rectangle (only if ImGuiItemStatusFlags_HasDisplayRect is set) + // Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags are set. + ImRect DisplayRect; // Display rectangle. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) is set. + ImRect ClipRect; // Clip rectangle at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasClipRect) is set.. + ImGuiKeyChord Shortcut; // Shortcut at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasShortcut) is set.. - ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } + ImGuiLastItemData() { memset((void*)this, 0, sizeof(*this)); } }; -// Store data emitted by TreeNode() for usage by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere. -// This is the minimum amount of data that we need to perform the equivalent of NavApplyItemToResult() and which we can't infer in TreePop() -// Only stored when the node is a potential candidate for landing on a Left arrow jump. -struct ImGuiNavTreeNodeData +// Store data emitted by TreeNode() for usage by TreePop() +// - To implement ImGuiTreeNodeFlags_NavLeftJumpsToParent: store the minimum amount of data +// which we can't infer in TreePop(), to perform the equivalent of NavApplyItemToResult(). +// Only stored when the node is a potential candidate for landing on a Left arrow jump. +struct ImGuiTreeNodeStackData { ImGuiID ID; - ImGuiItemFlags InFlags; - ImRect NavRect; + ImGuiTreeNodeFlags TreeFlags; + ImGuiItemFlags ItemFlags; // Used for nav landing + ImRect NavRect; // Used for nav landing + float DrawLinesX1; + float DrawLinesToNodesY2; + ImGuiTableColumnIdx DrawLinesTableColumn; }; -struct IMGUI_API ImGuiStackSizes +// sizeof() = 20 +struct IMGUI_API ImGuiErrorRecoveryState { + short SizeOfWindowStack; short SizeOfIDStack; + short SizeOfTreeStack; short SizeOfColorStack; short SizeOfStyleVarStack; short SizeOfFontStack; @@ -1265,9 +1438,7 @@ struct IMGUI_API ImGuiStackSizes short SizeOfBeginPopupStack; short SizeOfDisabledStack; - ImGuiStackSizes() { memset(this, 0, sizeof(*this)); } - void SetToContextState(ImGuiContext* ctx); - void CompareWithContextState(ImGuiContext* ctx); + ImGuiErrorRecoveryState() { memset((void*)this, 0, sizeof(*this)); } }; // Data saved for each window pushed into the stack @@ -1275,7 +1446,9 @@ struct ImGuiWindowStackData { ImGuiWindow* Window; ImGuiLastItemData ParentLastItemDataBackup; - ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting + ImGuiErrorRecoveryState StackSizesInBegin; // Store size of various stacks for asserting + bool DisabledOverrideReenable; // Non-child window override disabled flag + float DisabledOverrideReenableAlphaBackup; }; struct ImGuiShrinkWidthItem @@ -1294,6 +1467,41 @@ struct ImGuiPtrOrIndex ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } }; +// Data used by IsItemDeactivated()/IsItemDeactivatedAfterEdit() functions +struct ImGuiDeactivatedItemData +{ + ImGuiID ID; + int ElapseFrame; + bool HasBeenEditedBefore; + bool IsAlive; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Popup support +//----------------------------------------------------------------------------- + +enum ImGuiPopupPositionPolicy +{ + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip, +}; + +// Storage for popup stacks (g.OpenPopupStack and g.BeginPopupStack) +struct ImGuiPopupData +{ + ImGuiID PopupId; // Set on OpenPopup() + ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() + ImGuiWindow* RestoreNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close + int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value + int OpenFrameCount; // Set on OpenPopup() + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) + ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + + ImGuiPopupData() { memset((void*)this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; } +}; + //----------------------------------------------------------------------------- // [SECTION] Inputs support //----------------------------------------------------------------------------- @@ -1318,10 +1526,10 @@ typedef ImBitArray ImBitAr #define ImGuiKey_NavKeyboardTweakFast ImGuiMod_Shift #define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL1 #define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1 -#define ImGuiKey_NavGamepadActivate ImGuiKey_GamepadFaceDown -#define ImGuiKey_NavGamepadCancel ImGuiKey_GamepadFaceRight -#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft -#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp +#define ImGuiKey_NavGamepadActivate (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceRight : ImGuiKey_GamepadFaceDown) +#define ImGuiKey_NavGamepadCancel (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceDown : ImGuiKey_GamepadFaceRight) +#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft // Toggle menu layer. Hold to enable Windowing. +#define ImGuiKey_NavGamepadContextMenu ImGuiKey_GamepadFaceUp // Open context menu (same as Shift+F10) enum ImGuiInputEventType { @@ -1336,13 +1544,12 @@ enum ImGuiInputEventType ImGuiInputEventType_COUNT }; -enum ImGuiInputSource +enum ImGuiInputSource : int { ImGuiInputSource_None = 0, ImGuiInputSource_Mouse, // Note: may be Mouse or TouchScreen or Pen. See io.MouseSource to distinguish them. ImGuiInputSource_Keyboard, ImGuiInputSource_Gamepad, - ImGuiInputSource_Clipboard, // Currently only used by InputText() ImGuiInputSource_COUNT }; @@ -1373,12 +1580,13 @@ struct ImGuiInputEvent }; bool AddedByTestEngine; - ImGuiInputEvent() { memset(this, 0, sizeof(*this)); } + ImGuiInputEvent() { memset((void*)this, 0, sizeof(*this)); } }; // Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior. #define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. -#define ImGuiKeyOwner_None ((ImGuiID)-1) // Require key to have no owner. +#define ImGuiKeyOwner_NoOwner ((ImGuiID)-1) // Require key to have no owner. +//#define ImGuiKeyOwner_None ImGuiKeyOwner_NoOwner // We previously called this 'ImGuiKeyOwner_None' but it was inconsistent with our pattern that _None values == 0 and quite dangerous. Also using _NoOwner makes the IsKeyPressed() calls more explicit. typedef ImS16 ImGuiKeyRoutingIndex; @@ -1386,12 +1594,13 @@ typedef ImS16 ImGuiKeyRoutingIndex; struct ImGuiKeyRoutingData { ImGuiKeyRoutingIndex NextEntryIndex; - ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. ImGuiMod_Shortcut is already translated to Ctrl/Super. - ImU8 RoutingNextScore; // Lower is better (0: perfect score) + ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. + ImU16 RoutingCurrScore; // [DEBUG] For debug display + ImU16 RoutingNextScore; // Lower is better (0: perfect score) ImGuiID RoutingCurr; ImGuiID RoutingNext; - ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_None; } + ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 0; RoutingCurr = RoutingNext = ImGuiKeyOwner_NoOwner; } }; // Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching. @@ -1403,7 +1612,7 @@ struct ImGuiKeyRoutingTable ImVector EntriesNext; // Double-buffer to avoid reallocation (could use a shared buffer) ImGuiKeyRoutingTable() { Clear(); } - void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Index); n++) Index[n] = -1; Entries.clear(); EntriesNext.clear(); } + void Clear() { for (int n = 0; n < IM_COUNTOF(Index); n++) Index[n] = -1; Entries.clear(); EntriesNext.clear(); } }; // This extends ImGuiKeyData but only for named keys (legacy keys don't support the new features) @@ -1415,53 +1624,47 @@ struct ImGuiKeyOwnerData bool LockThisFrame; // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame. bool LockUntilRelease; // Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well. - ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_None; LockThisFrame = LockUntilRelease = false; } + ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_NoOwner; LockThisFrame = LockUntilRelease = false; } }; +// Extend ImGuiInputFlags_ // Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() -// Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function) -enum ImGuiInputFlags_ +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +enum ImGuiInputFlagsPrivate_ { - // Flags for IsKeyPressed(), IsMouseClicked(), Shortcut() - ImGuiInputFlags_None = 0, - ImGuiInputFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. - ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) - ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast - ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster - ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, - - // Flags for SetItemKeyOwner() - ImGuiInputFlags_CondHovered = 1 << 4, // Only set if item is hovered (default to both) - ImGuiInputFlags_CondActive = 1 << 5, // Only set if item is active (default to both) - ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, - ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + // Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut() + // - Repeat mode: Repeat rate selection + ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) + ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast + ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster + // - Repeat mode: Specify when repeating key pressed can be interrupted. + // - In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in. + ImGuiInputFlags_RepeatUntilRelease = 1 << 4, // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior. + ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, // Stop repeating when released OR if keyboard mods are changed (default for Shortcut) + ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, // Stop repeating when released OR if keyboard mods are leaving the None state. Allows going from Mod+Key to Key by releasing Mod. + ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, // Stop repeating when released OR if any other keyboard key is pressed during the repeat // Flags for SetKeyOwner(), SetItemKeyOwner() - ImGuiInputFlags_LockThisFrame = 1 << 6, // Access to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code. - ImGuiInputFlags_LockUntilRelease = 1 << 7, // Access to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code. + // - Locking key away from non-input aware code. Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary. + ImGuiInputFlags_LockThisFrame = 1 << 20, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. + ImGuiInputFlags_LockUntilRelease = 1 << 21, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. - // Routing policies for Shortcut() + low-level SetShortcutRouting() - // - The general idea is that several callers register interest in a shortcut, and only one owner gets it. - // - When a policy (other than _RouteAlways) is set, Shortcut() will register itself with SetShortcutRouting(), - // allowing the system to decide where to route the input among other route-aware calls. - // - Shortcut() uses ImGuiInputFlags_RouteFocused by default: meaning that a simple Shortcut() poll - // will register a route and only succeed when parent window is in the focus stack and if no-one - // with a higher priority is claiming the shortcut. - // - Using ImGuiInputFlags_RouteAlways is roughly equivalent to doing e.g. IsKeyPressed(key) + testing mods. - // - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow. - // - Can select only 1 policy among all available. - ImGuiInputFlags_RouteFocused = 1 << 8, // (Default) Register focused route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window. - ImGuiInputFlags_RouteGlobalLow = 1 << 9, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority. - ImGuiInputFlags_RouteGlobal = 1 << 10, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText). - ImGuiInputFlags_RouteGlobalHigh = 1 << 11, // Register route globally (highest priority: unlikely you need to use that: will interfere with every active items) - ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this! - ImGuiInputFlags_RouteAlways = 1 << 12, // Do not register route, poll keys directly. - ImGuiInputFlags_RouteUnlessBgFocused= 1 << 13, // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. - ImGuiInputFlags_RouteExtraMask_ = ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused, + // - Condition for SetItemKeyOwner() + ImGuiInputFlags_CondHovered = 1 << 22, // Only set if item is hovered (default to both) + ImGuiInputFlags_CondActive = 1 << 23, // Only set if item is active (default to both) + ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, // [Internal] Mask of which function support which flags - ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_, - ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteExtraMask_, + ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, + ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress, + ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_, + ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RouteTypeMask_ = ImGuiInputFlags_RouteActive | ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteAlways, + ImGuiInputFlags_RouteOptionsMask_ = ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow, + ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_, + ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_, + ImGuiInputFlags_SupportedBySetNextItemShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_ | ImGuiInputFlags_Tooltip, ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, }; @@ -1492,7 +1695,7 @@ struct ImGuiListClipperData int ItemsFrozen; ImVector Ranges; - ImGuiListClipperData() { memset(this, 0, sizeof(*this)); } + ImGuiListClipperData() { memset((void*)this, 0, sizeof(*this)); } void Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); } }; @@ -1506,6 +1709,9 @@ enum ImGuiActivateFlags_ ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key. ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used. ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) + ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request (ImGuiNavMoveFlags_IsTabbing) + ImGuiActivateFlags_FromShortcut = 1 << 4, // Activation requested by an item shortcut via SetNextItemShortcut() function. + ImGuiActivateFlags_FromFocusApi = 1 << 5, // Activation requested by an api request (ImGuiNavMoveFlags_FocusApi) }; // Early work-in-progress API for ScrollToItem() @@ -1523,13 +1729,19 @@ enum ImGuiScrollFlags_ ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY, }; -enum ImGuiNavHighlightFlags_ +enum ImGuiNavRenderCursorFlags_ { - ImGuiNavHighlightFlags_None = 0, - ImGuiNavHighlightFlags_TypeDefault = 1 << 0, - ImGuiNavHighlightFlags_TypeThin = 1 << 1, - ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. - ImGuiNavHighlightFlags_NoRounding = 1 << 3, + ImGuiNavRenderCursorFlags_None = 0, + ImGuiNavRenderCursorFlags_Compact = 1 << 1, // Compact highlight, no padding/distance from focused item + ImGuiNavRenderCursorFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) even when g.NavCursorVisible == false, aka even when using the mouse. + ImGuiNavRenderCursorFlags_NoRounding = 1 << 3, +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiNavHighlightFlags_None = ImGuiNavRenderCursorFlags_None, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_Compact = ImGuiNavRenderCursorFlags_Compact, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_AlwaysDraw = ImGuiNavRenderCursorFlags_AlwaysDraw, // Renamed in 1.91.4 + ImGuiNavHighlightFlags_NoRounding = ImGuiNavRenderCursorFlags_NoRounding, // Renamed in 1.91.4 + //ImGuiNavHighlightFlags_TypeThin = ImGuiNavRenderCursorFlags_Compact, // Renamed in 1.90.2 +#endif }; enum ImGuiNavMoveFlags_ @@ -1542,7 +1754,7 @@ enum ImGuiNavMoveFlags_ ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY, ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown) - ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword as ImGuiScrollFlags ImGuiNavMoveFlags_Forwarded = 1 << 7, ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result ImGuiNavMoveFlags_FocusApi = 1 << 9, // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details) @@ -1550,7 +1762,8 @@ enum ImGuiNavMoveFlags_ ImGuiNavMoveFlags_IsPageMove = 1 << 11, // Identify a PageDown/PageUp request. ImGuiNavMoveFlags_Activate = 1 << 12, // Activate/select target item. ImGuiNavMoveFlags_NoSelect = 1 << 13, // Don't trigger selection by not setting g.NavJustMovedTo - ImGuiNavMoveFlags_NoSetNavHighlight = 1 << 14, // Do not alter the visible state of keyboard vs mouse nav highlight + ImGuiNavMoveFlags_NoSetNavCursorVisible = 1 << 14, // Do not alter the nav cursor visible state + ImGuiNavMoveFlags_NoClearActiveId = 1 << 15, // (Experimental) Do not clear active id when applying move result }; enum ImGuiNavLayer @@ -1560,20 +1773,28 @@ enum ImGuiNavLayer ImGuiNavLayer_COUNT }; +// Storage for navigation query/results struct ImGuiNavItemData { ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) ImGuiID ID; // Init,Move // Best candidate item ID ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space - ImGuiItemFlags InFlags; // ????,Move // Best candidate item flags - ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionData() value. + ImGuiItemFlags ItemFlags; // ????,Move // Best candidate item flags float DistBox; // Move // Best candidate box distance to current NavId float DistCenter; // Move // Best candidate center distance to current NavId float DistAxial; // Move // Best candidate axial distance to current NavId + ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionUserData() value. Valid if (ItemFlags & ImGuiItemFlags_HasSelectionUserData) ImGuiNavItemData() { Clear(); } - void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; } + void Clear() { Window = NULL; ID = FocusScopeId = 0; ItemFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; } +}; + +// Storage for PushFocusScope(), g.FocusScopeStack[], g.NavFocusRoute[] +struct ImGuiFocusScopeData +{ + ImGuiID ID; + ImGuiID WindowID; }; //----------------------------------------------------------------------------- @@ -1609,7 +1830,7 @@ struct IMGUI_API ImGuiTypingSelectState float LastRequestTime = 0.0f; bool SingleCharModeLock = false; // After a certain single char repeat count we lock into SingleCharMode. Two benefits: 1) buffer never fill, 2) we can provide an immediate SingleChar mode without timer elapsing. - ImGuiTypingSelectState() { memset(this, 0, sizeof(*this)); } + ImGuiTypingSelectState() { memset((void*)this, 0, sizeof(*this)); } void Clear() { SearchBuffer[0] = 0; SingleCharModeLock = false; } // We preserve remaining data for easier debugging }; @@ -1617,7 +1838,7 @@ struct IMGUI_API ImGuiTypingSelectState // [SECTION] Columns support //----------------------------------------------------------------------------- -// Flags for internal's BeginColumns(). Prefix using BeginTable() nowadays! +// Flags for internal's BeginColumns(). This is an obsolete API. Prefer using BeginTable() nowadays! enum ImGuiOldColumnFlags_ { ImGuiOldColumnFlags_None = 0, @@ -1625,16 +1846,16 @@ enum ImGuiOldColumnFlags_ ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window - ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, // Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, - ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder, - ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize, - ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths, - ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow, - ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize, + //ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, + //ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder, + //ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize, + //ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths, + //ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow, + //ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize, #endif }; @@ -1645,7 +1866,7 @@ struct ImGuiOldColumnData ImGuiOldColumnFlags Flags; // Not exposed ImRect ClipRect; - ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); } + ImGuiOldColumnData() { memset((void*)this, 0, sizeof(*this)); } }; struct ImGuiOldColumns @@ -1666,7 +1887,35 @@ struct ImGuiOldColumns ImVector Columns; ImDrawListSplitter Splitter; - ImGuiOldColumns() { memset(this, 0, sizeof(*this)); } + ImGuiOldColumns() { memset((void*)this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Box-select support +//----------------------------------------------------------------------------- + +struct ImGuiBoxSelectState +{ + // Active box-selection data (persistent, 1 active at a time) + ImGuiID ID; + bool IsActive; + bool IsStarting; + bool IsStartedFromVoid; // Starting click was not from an item. + bool IsStartedSetNavIdOnce; + bool RequestClear; + ImGuiKeyChord KeyMods : 16; // Latched key-mods for box-select logic. + ImVec2 StartPosRel; // Start position in window-contents relative space (to support scrolling) + ImVec2 EndPosRel; // End position in window-contents relative space + ImVec2 ScrollAccum; // Scrolling accumulator (to behave at high-frame spaces) + ImGuiWindow* Window; + + // Temporary/Transient data + bool UnclipMode; // (Temp/Transient, here in hot area). Set/cleared by the BeginMultiSelect()/EndMultiSelect() owning active box-select. + ImRect UnclipRect; // Rectangle where ItemAdd() clipping may be temporarily disabled. Need support by multi-select supporting widgets. + ImRect BoxSelectRectPrev; // Selection rectangle in absolute coordinates (derived every frame from BoxSelectStartPosRel and MousePos) + ImRect BoxSelectRectCurr; + + ImGuiBoxSelectState() { memset((void*)this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- @@ -1676,9 +1925,45 @@ struct ImGuiOldColumns // We always assume that -1 is an invalid value (which works for indices and pointers) #define ImGuiSelectionUserData_Invalid ((ImGuiSelectionUserData)-1) -#ifdef IMGUI_HAS_MULTI_SELECT -// -#endif // #ifdef IMGUI_HAS_MULTI_SELECT +// Temporary storage for multi-select +struct IMGUI_API ImGuiMultiSelectTempData +{ + ImGuiMultiSelectIO IO; // MUST BE FIRST FIELD. Requests are set and returned by BeginMultiSelect()/EndMultiSelect() + written to by user during the loop. + ImGuiMultiSelectState* Storage; + ImGuiID FocusScopeId; // Copied from g.CurrentFocusScopeId (unless another selection scope was pushed manually) + ImGuiMultiSelectFlags Flags; + ImVec2 ScopeRectMin; + ImVec2 BackupCursorMaxPos; + ImGuiSelectionUserData LastSubmittedItem; // Copy of last submitted item data, used to merge output ranges. + ImGuiID BoxSelectId; + ImGuiKeyChord KeyMods; + ImS8 LoopRequestSetAll; // -1: no operation, 0: clear all, 1: select all. + bool IsEndIO; // Set when switching IO from BeginMultiSelect() to EndMultiSelect() state. + bool IsFocused; // Set if currently focusing the selection scope (any item of the selection). May be used if you have custom shortcut associated to selection. + bool IsKeyboardSetRange; // Set by BeginMultiSelect() when using Shift+Navigation. Because scrolling may be affected we can't afford a frame of lag with Shift+Navigation. + bool NavIdPassedBy; + bool RangeSrcPassedBy; // Set by the item that matches RangeSrcItem. + bool RangeDstPassedBy; // Set by the item that matches NavJustMovedToId when IsSetRange is set. + + ImGuiMultiSelectTempData() { Clear(); } + void Clear() { size_t io_sz = sizeof(IO); ClearIO(); memset((void*)(&IO + 1), 0, sizeof(*this) - io_sz); } // Zero-clear except IO as we preserve IO.Requests[] buffer allocation. + void ClearIO() { IO.Requests.resize(0); IO.RangeSrcItem = IO.NavIdItem = ImGuiSelectionUserData_Invalid; IO.NavIdSelected = IO.RangeSrcReset = false; } +}; + +// Persistent storage for multi-select (as long as selection is alive) +struct IMGUI_API ImGuiMultiSelectState +{ + ImGuiWindow* Window; + ImGuiID ID; + int LastFrameActive; // Last used frame-count, for GC. + int LastSelectionSize; // Set by BeginMultiSelect() based on optional info provided by user. May be -1 if unknown. + ImS8 RangeSelected; // -1 (don't have) or true/false + ImS8 NavIdSelected; // -1 (don't have) or true/false + ImGuiSelectionUserData RangeSrcItem; // + ImGuiSelectionUserData NavIdItem; // SetNextItemSelectionUserData() value for NavId (if part of submitted items) + + ImGuiMultiSelectState() { Window = NULL; ID = 0; LastFrameActive = LastSelectionSize = 0; RangeSelected = NavIdSelected = -1; RangeSrcItem = NavIdItem = ImGuiSelectionUserData_Invalid; } +}; //----------------------------------------------------------------------------- // [SECTION] Docking support @@ -1701,6 +1986,8 @@ enum ImGuiDockNodeFlagsPrivate_ ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Saved // Disable close button ImGuiDockNodeFlags_NoResizeX = 1 << 16, // // ImGuiDockNodeFlags_NoResizeY = 1 << 17, // // + ImGuiDockNodeFlags_DockedWindowsInFocusRoute= 1 << 18, // // Any docked window will be automatically be focus-route chained (window->ParentWindowForFocusRoute set to this) so Shortcut() in this window can run when any docked window is focused. + // Disable docking/undocking actions in this dockspace or individual node (existing docked nodes will be preserved) // Those are not exposed in public because the desirable sharing/inheriting/copy-flag-on-split behaviors are quite difficult to design and understand. // The two public flags ImGuiDockNodeFlags_NoDockingOverCentralNode/ImGuiDockNodeFlags_NoDockingSplit don't have those issues. @@ -1709,11 +1996,13 @@ enum ImGuiDockNodeFlagsPrivate_ ImGuiDockNodeFlags_NoDockingOverOther = 1 << 21, // // Disable this node from being docked over another window or non-empty node. ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 22, // // Disable this node from being docked over an empty node (e.g. DockSpace with no other windows) ImGuiDockNodeFlags_NoDocking = ImGuiDockNodeFlags_NoDockingOverMe | ImGuiDockNodeFlags_NoDockingOverOther | ImGuiDockNodeFlags_NoDockingOverEmpty | ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoDockingSplitOther, + // Masks ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, - ImGuiDockNodeFlags_NoResizeFlagsMask_ = ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, + ImGuiDockNodeFlags_NoResizeFlagsMask_ = (int)ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, + // When splitting, those local flags are moved to the inheriting child, never duplicated - ImGuiDockNodeFlags_LocalFlagsTransferMask_ = ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, + ImGuiDockNodeFlags_LocalFlagsTransferMask_ = (int)ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | (int)ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, }; @@ -1804,14 +2093,18 @@ struct IMGUI_API ImGuiDockNode enum ImGuiWindowDockStyleCol { ImGuiWindowDockStyleCol_Text, - ImGuiWindowDockStyleCol_Tab, ImGuiWindowDockStyleCol_TabHovered, - ImGuiWindowDockStyleCol_TabActive, - ImGuiWindowDockStyleCol_TabUnfocused, - ImGuiWindowDockStyleCol_TabUnfocusedActive, + ImGuiWindowDockStyleCol_TabFocused, + ImGuiWindowDockStyleCol_TabSelected, + ImGuiWindowDockStyleCol_TabSelectedOverline, + ImGuiWindowDockStyleCol_TabDimmed, + ImGuiWindowDockStyleCol_TabDimmedSelected, + ImGuiWindowDockStyleCol_TabDimmedSelectedOverline, + ImGuiWindowDockStyleCol_UnsavedMarker, ImGuiWindowDockStyleCol_COUNT }; +// We don't store style.Alpha: dock_node->LastBgColor embeds it and otherwise it would only affect the docking tab, which intuitively I would say we don't want to. struct ImGuiWindowDockStyle { ImU32 Colors[ImGuiWindowDockStyleCol_COUNT]; @@ -1823,7 +2116,7 @@ struct ImGuiDockContext ImVector Requests; ImVector NodesSettings; bool WantFullRebuild; - ImGuiDockContext() { memset(this, 0, sizeof(*this)); } + ImGuiDockContext() { memset((void*)this, 0, sizeof(*this)); } }; #endif // #ifdef IMGUI_HAS_DOCK @@ -1842,35 +2135,41 @@ struct ImGuiViewportP : public ImGuiViewport int LastFocusedStampCount; // Last stamp number from when a window hosted by this viewport was focused (by comparing this value between two viewport we have an implicit viewport z-order we use as fallback) ImGuiID LastNameHash; ImVec2 LastPos; + ImVec2 LastSize; float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent) float LastAlpha; bool LastFocusedHadNavWindow;// Instead of maintaining a LastFocusedWindow (which may harder to correctly maintain), we merely store weither NavWindow != NULL last time the viewport was focused. short PlatformMonitor; - int BgFgDrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used + float BgFgDrawListsLastTimeActive[2]; // Last frame number the background (0) and foreground (1) draw lists were used ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. ImDrawData DrawDataP; ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData ImVec2 LastPlatformPos; ImVec2 LastPlatformSize; ImVec2 LastRendererSize; - ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!) - ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height). - ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f. - ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f. - ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); } + // Per-viewport work area + // - Insets are >= 0.0f values, distance from viewport corners to work area. + // - BeginMainMenuBar() and DockspaceOverViewport() tend to use work area to avoid stepping over existing contents. + // - Generally 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + ImVec2 WorkInsetMin; // Work Area inset locked for the frame. GetWorkRect() always fits within GetMainRect(). + ImVec2 WorkInsetMax; // " + ImVec2 BuildWorkInsetMin; // Work Area inset accumulator for current frame, to become next frame's WorkInset + ImVec2 BuildWorkInsetMax; // " + + ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = LastFocusedStampCount = -1; BgFgDrawListsLastTimeActive[0] = BgFgDrawListsLastTimeActive[1] = -1.0f; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); } ~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); } void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) - ImVec2 CalcWorkRectPos(const ImVec2& off_min) const { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); } - ImVec2 CalcWorkRectSize(const ImVec2& off_min, const ImVec2& off_max) const { return ImVec2(ImMax(0.0f, Size.x - off_min.x + off_max.x), ImMax(0.0f, Size.y - off_min.y + off_max.y)); } - void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkOffsetMin); WorkSize = CalcWorkRectSize(WorkOffsetMin, WorkOffsetMax); } // Update public fields + ImVec2 CalcWorkRectPos(const ImVec2& inset_min) const { return ImVec2(Pos.x + inset_min.x, Pos.y + inset_min.y); } + ImVec2 CalcWorkRectSize(const ImVec2& inset_min, const ImVec2& inset_max) const { return ImVec2(ImMax(0.0f, Size.x - inset_min.x - inset_max.x), ImMax(0.0f, Size.y - inset_min.y - inset_max.y)); } + void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkInsetMin); WorkSize = CalcWorkRectSize(WorkInsetMin, WorkInsetMax); } // Update public fields // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry) ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); } - ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkOffsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkOffsetMin, BuildWorkOffsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } + ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkInsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkInsetMin, BuildWorkInsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } }; //----------------------------------------------------------------------------- @@ -1891,10 +2190,11 @@ struct ImGuiWindowSettings ImGuiID ClassId; // ID of window class if specified short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. bool Collapsed; + bool IsChild; bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) bool WantDelete; // Set to invalidate/delete the settings entry - ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); DockOrder = -1; } + ImGuiWindowSettings() { memset((void*)this, 0, sizeof(*this)); DockOrder = -1; } char* GetName() { return (char*)(this + 1); } }; @@ -1910,7 +2210,7 @@ struct ImGuiSettingsHandler void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' void* UserData; - ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } + ImGuiSettingsHandler() { memset((void*)this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- @@ -1928,8 +2228,11 @@ enum ImGuiLocKey : int ImGuiLocKey_WindowingMainMenuBar, ImGuiLocKey_WindowingPopup, ImGuiLocKey_WindowingUntitled, + ImGuiLocKey_OpenLink_s, + ImGuiLocKey_CopyLink, ImGuiLocKey_DockingHideTabBar, ImGuiLocKey_DockingHoldShiftToDock, + ImGuiLocKey_DockingDragToUndockOrMoveNode, ImGuiLocKey_COUNT }; @@ -1939,66 +2242,121 @@ struct ImGuiLocEntry const char* Text; }; +//----------------------------------------------------------------------------- +// [SECTION] Error handling, State recovery support +//----------------------------------------------------------------------------- + +// Macros used by Recoverable Error handling +// - Only dispatch error if _EXPR: evaluate as assert (similar to an assert macro). +// - The message will always be a string literal, in order to increase likelihood of being display by an assert handler. +// - See 'Demo->Configuration->Error Handling' and ImGuiIO definitions for details on error handling. +// - Read https://github.com/ocornut/imgui/wiki/Error-Handling for details on error handling. +#ifndef IM_ASSERT_USER_ERROR +#define IM_ASSERT_USER_ERROR(_EXPR,_MSG) do { if (!(_EXPR)) { if (ImGui::ErrorLog(_MSG)) { IM_ASSERT((_EXPR) && _MSG); } } } while (0) // Recoverable User Error +#define IM_ASSERT_USER_ERROR_RET(_EXPR,_MSG) do { if (!(_EXPR)) { if (ImGui::ErrorLog(_MSG)) { IM_ASSERT((_EXPR) && _MSG); } return; } } while (0) // Recoverable User Error +#define IM_ASSERT_USER_ERROR_RETV(_EXPR,_RETV,_MSG) do { if (!(_EXPR)) { if (ImGui::ErrorLog(_MSG)) { IM_ASSERT((_EXPR) && _MSG); } return _RETV; } } while (0) // Recoverable User Error +#endif + +// The error callback is currently not public, as it is expected that only advanced users will rely on it. +typedef void (*ImGuiErrorCallback)(ImGuiContext* ctx, void* user_data, const char* msg); // Function signature for g.ErrorCallback //----------------------------------------------------------------------------- // [SECTION] Metrics, Debug Tools //----------------------------------------------------------------------------- +// See IMGUI_DEBUG_LOG() and IMGUI_DEBUG_LOG_XXX() macros. enum ImGuiDebugLogFlags_ { // Event types - ImGuiDebugLogFlags_None = 0, - ImGuiDebugLogFlags_EventActiveId = 1 << 0, - ImGuiDebugLogFlags_EventFocus = 1 << 1, - ImGuiDebugLogFlags_EventPopup = 1 << 2, - ImGuiDebugLogFlags_EventNav = 1 << 3, - ImGuiDebugLogFlags_EventClipper = 1 << 4, - ImGuiDebugLogFlags_EventSelection = 1 << 5, - ImGuiDebugLogFlags_EventIO = 1 << 6, - ImGuiDebugLogFlags_EventDocking = 1 << 7, - ImGuiDebugLogFlags_EventViewport = 1 << 8, - ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, - ImGuiDebugLogFlags_OutputToTTY = 1 << 10, // Also send output to TTY - ImGuiDebugLogFlags_OutputToTestEngine = 1 << 11,// Also send output to Test Engine + ImGuiDebugLogFlags_None = 0, + ImGuiDebugLogFlags_EventError = 1 << 0, // Error submitted by IM_ASSERT_USER_ERROR() + ImGuiDebugLogFlags_EventActiveId = 1 << 1, + ImGuiDebugLogFlags_EventFocus = 1 << 2, + ImGuiDebugLogFlags_EventPopup = 1 << 3, + ImGuiDebugLogFlags_EventNav = 1 << 4, + ImGuiDebugLogFlags_EventClipper = 1 << 5, + ImGuiDebugLogFlags_EventSelection = 1 << 6, + ImGuiDebugLogFlags_EventIO = 1 << 7, + ImGuiDebugLogFlags_EventFont = 1 << 8, + ImGuiDebugLogFlags_EventInputRouting = 1 << 9, + ImGuiDebugLogFlags_EventDocking = 1 << 10, + ImGuiDebugLogFlags_EventViewport = 1 << 11, + + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventFont | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, + ImGuiDebugLogFlags_OutputToTTY = 1 << 20, // Also send output to TTY + ImGuiDebugLogFlags_OutputToDebugger = 1 << 21, // Also send output to Debugger Console [Windows only] + ImGuiDebugLogFlags_OutputToTestEngine = 1 << 22, // Also send output to Dear ImGui Test Engine +}; + +struct ImGuiDebugAllocEntry +{ + int FrameCount; + ImS16 AllocCount; + ImS16 FreeCount; +}; + +struct ImGuiDebugAllocInfo +{ + int TotalAllocCount; // Number of call to MemAlloc(). + int TotalFreeCount; + ImS16 LastEntriesIdx; // Current index in buffer + ImGuiDebugAllocEntry LastEntriesBuf[6]; // Track last 6 frames that had allocations + + ImGuiDebugAllocInfo() { memset((void*)this, 0, sizeof(*this)); } }; struct ImGuiMetricsConfig { bool ShowDebugLog = false; - bool ShowStackTool = false; + bool ShowIDStackTool = false; bool ShowWindowsRects = false; bool ShowWindowsBeginOrder = false; bool ShowTablesRects = false; bool ShowDrawCmdMesh = true; bool ShowDrawCmdBoundingBoxes = true; - bool ShowAtlasTintedWithTextColor = false; + bool ShowTextEncodingViewer = false; + bool ShowTextureUsedRect = false; bool ShowDockingNodes = false; int ShowWindowsRectsType = -1; int ShowTablesRectsType = -1; + int HighlightMonitorIdx = -1; + ImGuiID HighlightViewportID = 0; + bool ShowFontPreview = true; }; struct ImGuiStackLevelInfo { ImGuiID ID; - ImS8 QueryFrameCount; // >= 1: Query in progress - bool QuerySuccess; // Obtained result from DebugHookIdInfo() - ImGuiDataType DataType : 8; - char Desc[57]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed. + ImS8 QueryFrameCount; // >= 1: Sub-query in progress + bool QuerySuccess; // Sub-query obtained result from DebugHookIdInfo() + ImS8 DataType; // ImGuiDataType + int DescOffset; // -1 or offset into parent's ResultsPathsBuf - ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); } + ImGuiStackLevelInfo() { memset((void*)this, 0, sizeof(*this)); DataType = -1; DescOffset = -1; } }; -// State for Stack tool queries -struct ImGuiStackTool +struct ImGuiDebugItemPathQuery { - int LastActiveFrame; - int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level - ImGuiID QueryId; // ID to query details for + ImGuiID MainID; // ID to query details for. + bool Active; // Used to disambiguate the case when ID == 0 and e.g. some code calls PushOverrideID(0). + bool Complete; // All sub-queries are finished (some may have failed). + ImS8 Step; // -1: query stack + init Results, >= 0: filling individual stack level. ImVector Results; - bool CopyToClipboardOnCtrlC; + ImGuiTextBuffer ResultsDescBuf; + ImGuiTextBuffer ResultPathBuf; + + ImGuiDebugItemPathQuery() { memset((void*)this, 0, sizeof(*this)); } +}; + +// State for ID Stack tool queries +struct ImGuiIDStackTool +{ + bool OptHexEncodeNonAsciiChars; + bool OptCopyToClipboardOnCtrlC; + int LastActiveFrame; float CopyToClipboardLastTime; - ImGuiStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; } + ImGuiIDStackTool() { memset((void*)this, 0, sizeof(*this)); LastActiveFrame = -1; OptHexEncodeNonAsciiChars = true; CopyToClipboardLastTime = -FLT_MAX; } }; //----------------------------------------------------------------------------- @@ -2016,9 +2374,11 @@ struct ImGuiContextHook ImGuiContextHookCallback Callback; void* UserData; - ImGuiContextHook() { memset(this, 0, sizeof(*this)); } + ImGuiContextHook() { memset((void*)this, 0, sizeof(*this)); } }; +typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section); + //----------------------------------------------------------------------------- // [SECTION] ImGuiContext (main Dear ImGui context) //----------------------------------------------------------------------------- @@ -2026,26 +2386,31 @@ struct ImGuiContextHook struct ImGuiContext { bool Initialized; - bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. + bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() + bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed + bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() + int FrameCount; + int FrameCountEnded; + int FrameCountPlatformEnded; + int FrameCountRendered; + double Time; + char ContextName[16]; // Storage for a context name (to facilitate debugging multi-context setups) ImGuiIO IO; ImGuiPlatformIO PlatformIO; ImGuiStyle Style; ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame() ImGuiConfigFlags ConfigFlagsLastFrame; - ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() - float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. - float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. + ImVector FontAtlases; // List of font atlases used by the context (generally only contains g.IO.Fonts aka the main font atlas) + ImFont* Font; // Currently bound font. (== FontStack.back().Font) + ImFontBaked* FontBaked; // Currently bound font at currently bound size. (== Font->GetFontBaked(FontSize)) + float FontSize; // Currently bound font size == line height (== FontSizeBase + externals scales applied in the UpdateCurrentFontSize() function). + float FontSizeBase; // Font size before scaling == style.FontSizeBase == value passed to PushFont() when specified. + float FontBakedScale; // == FontBaked->Size / FontSize. Scale factor over baked size. Rarely used nowadays, very often == 1.0f. + float FontRasterizerDensity; // Current font density. Used by all calls to GetFontBaked(). + float CurrentDpiScale; // Current window/viewport DpiScale == CurrentViewport->DpiScale ImDrawListSharedData DrawListSharedData; - double Time; - int FrameCount; - int FrameCountEnded; - int FrameCountPlatformEnded; - int FrameCountRendered; - bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() - bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed - bool WithinEndChild; // Set within EndChild() - bool GcCompactAll; // Request full GC - bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() + ImGuiID WithinEndChildID; // Set within EndChild() + ImGuiID WithinEndPopupID; // Set within EndPopup() void* TestEngine; // Test engine user data // Inputs @@ -2061,26 +2426,32 @@ struct ImGuiContext ImVector CurrentWindowStack; ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* int WindowsActiveCount; // Number of unique windows submitted by frame - ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING) + float WindowsBorderHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, style.WindowBorderHoverPadding). This isn't so multi-dpi friendly. + ImGuiID DebugBreakInWindow; // Set to break in Begin() call. ImGuiWindow* CurrentWindow; // Window being drawn into ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. + ImGuiWindow* HoveredWindowBeforeClear; // Window the mouse is hovering. Filled even with _NoMouse. This is currently useful for multi-context compositors. ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree. ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. ImVec2 WheelingWindowRefMousePos; int WheelingWindowStartFrame; // This may be set one frame before WheelingWindow is != NULL + int WheelingWindowScrolledFrame; float WheelingWindowReleaseTimer; ImVec2 WheelingWindowWheelRemainder; ImVec2 WheelingAxisAvg; // Item/widgets state and tracking information - ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] + ImGuiID DebugDrawIdConflictsId; // Set when we detect multiple items with the same identifier + ImGuiID DebugHookIdInfoId; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] ImGuiID HoveredId; // Hovered widget, filled during the frame ImGuiID HoveredIdPreviousFrame; - bool HoveredIdAllowOverlap; - bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. + int HoveredIdPreviousFrameItemCount; // Count numbers of items using the same ID as last frame's hovered id float HoveredIdTimer; // Measure contiguous hovering time float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active + bool HoveredIdAllowOverlap; + bool HoveredIdIsDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. + bool ItemUnclipByLog; // Disable ItemAdd() clipping, essentially a memory-locality friendly copy of LogEnabled ImGuiID ActiveId; // Active widget ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) float ActiveIdTimer; @@ -2090,82 +2461,94 @@ struct ImGuiContext bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. bool ActiveIdHasBeenEditedThisFrame; + bool ActiveIdFromShortcut; + ImS8 ActiveIdMouseButton; + ImGuiID ActiveIdDisabledId; // When clicking a disabled item we set ActiveId=window->MoveId to avoid interference with widget code. Actual item ID is stored here. ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) - ImGuiWindow* ActiveIdWindow; ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad - int ActiveIdMouseButton; + ImGuiWindow* ActiveIdWindow; ImGuiID ActiveIdPreviousFrame; - bool ActiveIdPreviousFrameIsAlive; - bool ActiveIdPreviousFrameHasBeenEditedBefore; - ImGuiWindow* ActiveIdPreviousFrameWindow; + ImGuiDeactivatedItemData DeactivatedItemData; + ImGuiDataTypeStorage ActiveIdValueOnActivation; // Backup of initial value at the time of activation. ONLY SET BY SPECIFIC WIDGETS: DragXXX and SliderXXX. ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. - // [EXPERIMENTAL] Key/Input Ownership + Shortcut Routing system + // Key/Input Ownership + Shortcut Routing system // - The idea is that instead of "eating" a given key, we can link to an owner. - // - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID. + // - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID. // - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame(). + double LastKeyModsChangeTime; // Record the last time key mods changed (affect repeat delay when using shortcut logic) + double LastKeyModsChangeFromNoneTime; // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic) + double LastKeyboardKeyPressTime; // Record the last time a keyboard key (ignore mouse/gamepad ones) was pressed. + ImBitArrayForNamedKeys KeysMayBeCharInput; // Lookup to tell if a key can emit char input, see IsKeyChordPotentiallyCharInput(). sizeof() = 20 bytes ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; ImGuiKeyRoutingTable KeysRoutingTable; ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) - bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (FIXME: This is a shortcut for not taking ownership of 100+ keys but perhaps best to not have the inconsistency) -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - ImU32 ActiveIdUsingNavInputMask; // If you used this. Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);' -#endif + bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (this is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations) + ImGuiKeyChord DebugBreakInShortcutRouting; // Set to break in SetShortcutRouting()/Shortcut() calls. + //ImU32 ActiveIdUsingNavInputMask; // [OBSOLETE] Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes --> 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);' // Next window/item data - ImGuiID CurrentFocusScopeId; // == g.FocusScopeStack.back() - ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back() + ImGuiID CurrentFocusScopeId; // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId. + ImGuiItemFlags CurrentItemFlags; // Value for currently appending items == g.ItemFlagsStack.back() ImGuiID DebugLocateId; // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + bool DebugShowGroupRects; + bool GcCompactAll; // Request full GC // Shared stacks - ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() - ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() - ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() - ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin() - ImVector ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() - ImVector GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() - ImVector OpenPopupStack; // Which popups are open (persistent) - ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) - ImVector NavTreeNodeStack; // Stack for TreeNode() when a NavLeft requested is emitted. - - int BeginMenuCount; + ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line) + ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() + ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() + ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() + ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin() + ImVector ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() + ImVector GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() + ImVector OpenPopupStack; // Which popups are open (persistent) + ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + ImVectorTreeNodeStack; // Stack for TreeNode() // Viewports ImVector Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. - float CurrentDpiScale; // == CurrentViewport->DpiScale ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() ImGuiViewportP* MouseViewport; ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag. ImGuiID PlatformLastFocusedViewportId; ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information. + ImRect PlatformMonitorsFullWorkRect; // Bounding box of all platform monitors int ViewportCreatedCount; // Unique sequential creation counter (mostly for testing/debugging) int PlatformWindowsCreatedCount; // Unique sequential creation counter (mostly for testing/debugging) int ViewportFocusedStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter - // Gamepad/keyboard Navigation - ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow' + // Keyboard/Gamepad Navigation + bool NavCursorVisible; // Nav focus cursor/rectangle is visible? We hide it after a mouse click. We show it after a nav move. + bool NavHighlightItemUnderNav; // Disable mouse hovering highlight. Highlight navigation focused item instead of mouse hovered item. + //bool NavDisableHighlight; // Old name for !g.NavCursorVisible before 1.91.4 (2024/10/18). OPPOSITE VALUE (g.NavDisableHighlight == !g.NavCursorVisible) + //bool NavDisableMouseHover; // Old name for g.NavHighlightItemUnderNav before 1.91.1 (2024/10/18) this was called When user starts using keyboard/gamepad, we hide mouse hovering highlight until mouse is touched again. + bool NavMousePosDirty; // When set we will update mouse position if io.ConfigNavMoveSetMousePos is set (not enabled by default) + bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid ImGuiID NavId; // Focused item for navigation - ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set) - ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem() + ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow' + ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope) + ImGuiNavLayer NavLayer; // Focused layer (main scrolling layer, or menu/title bar layer) + ImGuiItemFlags NavIdItemFlags; + ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItemByID() ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0 ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat) ImGuiActivateFlags NavActivateFlags; - ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). - ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). - ImGuiKeyChord NavJustMovedToKeyMods; - ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. + ImVector NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain. + ImGuiID NavHighlightActivatedId; + float NavHighlightActivatedTimer; + ImGuiID NavOpenContextMenuItemId; + ImGuiID NavOpenContextMenuWindowId; + ImGuiID NavNextActivateId; // Set by ActivateItemByID(), queued until next frame. ImGuiActivateFlags NavNextActivateFlags; - ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse - ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. + ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Gamepad ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data. - bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid - bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) - bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) - bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again. + ImS8 NavCursorHideFrames; + //ImGuiID NavActivateInputId; // Removed in 1.89.4 (July 2023). This is now part of g.NavActivateId and sets g.NavActivateFlags |= ImGuiActivateFlags_PreferInput. See commit c9a53aa74, issue #5606. // Navigation: Init & Move Requests bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd() @@ -2182,7 +2565,7 @@ struct ImGuiContext ImGuiDir NavMoveDirForDebug; ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring. - ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted + ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted. Unset/invalid if inverted. int NavScoringDebugCount; // Metrics for debugging int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id int NavTabbingCounter; // >0 when counting items for tabbing @@ -2191,20 +2574,36 @@ struct ImGuiContext ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy - // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) - ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab, for reconfiguration (see #4828) - ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab - ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! + // Navigation: record of last move request + ImGuiID NavJustMovedFromFocusScopeId; // Just navigated from this focus scope id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). + ImGuiKeyChord NavJustMovedToKeyMods; + bool NavJustMovedToIsTabbing; // Copy of ImGuiNavMoveFlags_IsTabbing. Maybe we should store whole flags. + bool NavJustMovedToHasSelectionData; // Copy of move result's ItemFlags & ImGuiItemFlags_HasSelectionUserData). Maybe we should just store ImGuiNavItemData. + + // Navigation: extra config options (will be made public eventually) + // - Tabbing (Tab, Shift+Tab) and Windowing (Ctrl+Tab, Ctrl+Shift+Tab) are enabled REGARDLESS of ImGuiConfigFlags_NavEnableKeyboard being set. + // - Ctrl+Tab is reconfigurable because it is the only shortcut that may be polled when no window are focused. It also doesn't work e.g. Web platforms. + bool ConfigNavEnableTabbing; // = true. Enable tabbing (Tab, Shift+Tab). PLEASE LET ME KNOW IF YOU USE THIS. + bool ConfigNavWindowingWithGamepad; // = true. Enable Ctrl+Tab by holding ImGuiKey_GamepadFaceLeft (== ImGuiKey_NavGamepadMenu). When false, the button may still be used to toggle Menu layer. + ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiKey_Tab on OS X). Set to 0 to disable. For reconfiguration (see #4828) + ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab on OS X) + + // Navigation: Windowing (Ctrl+Tab for list, or Menu button + keys or directional pads to move/resize) + ImGuiWindow* NavWindowingTarget; // Target window when doing Ctrl+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. - ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents + ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the Ctrl+Tab contents float NavWindowingTimer; float NavWindowingHighlightAlpha; - bool NavWindowingToggleLayer; + ImGuiInputSource NavWindowingInputSource; + bool NavWindowingToggleLayer; // Set while Alt or GamepadMenu is held, may be cleared by other operations, and processed when releasing the key. + ImGuiKey NavWindowingToggleKey; // Keyboard/gamepad key used when toggling to menu layer. ImVec2 NavWindowingAccumDeltaPos; ImVec2 NavWindowingAccumDeltaSize; // Render - float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) + float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and Ctrl+Tab list) // Drag and Drop bool DragDropActive; @@ -2215,8 +2614,11 @@ struct ImGuiContext int DragDropMouseButton; ImGuiPayload DragDropPayload; ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping) + ImRect DragDropTargetClipRect; // Store ClipRect at the time of item's drawing ImGuiID DragDropTargetId; - ImGuiDragDropFlags DragDropAcceptFlags; + ImGuiID DragDropTargetFullViewport; + ImGuiDragDropFlags DragDropAcceptFlagsCurr; + ImGuiDragDropFlags DragDropAcceptFlagsPrev; float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) @@ -2231,6 +2633,7 @@ struct ImGuiContext // Tables ImGuiTable* CurrentTable; + ImGuiID DebugBreakInTable; // Set to break in BeginTable() call. int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size) ImVector TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting) ImPool Tables; // Persistent table data @@ -2243,6 +2646,13 @@ struct ImGuiContext ImVector CurrentTabBarStack; ImVector ShrinkWidthBuffer; + // Multi-Select state + ImGuiBoxSelectState BoxSelectState; + ImGuiMultiSelectTempData* CurrentMultiSelect; + int MultiSelectTempDataStacked; // Temporary multi-select data size (because we leave previous instances undestructed, we generally don't use MultiSelectTempData.Size) + ImVector MultiSelectTempData; + ImPool MultiSelectStorage; + // Hover Delay system ImGuiID HoverItemDelayId; ImGuiID HoverItemDelayIdPreviousFrame; @@ -2258,9 +2668,15 @@ struct ImGuiContext // Widget state ImGuiInputTextState InputTextState; + ImGuiTextIndex InputTextLineIndex; // Temporary storage ImGuiInputTextDeactivatedState InputTextDeactivatedState; - ImFont InputTextPasswordFont; - ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. + ImFontBaked InputTextPasswordFontBackupBaked; + ImFontFlags InputTextPasswordFontBackupFlags; + ImGuiID InputTextReactivateId; // ID of InputText to reactivate on next frame (for io.ConfigInputTextEnterKeepActive behavior) + ImGuiID TempInputId; // Temporary text input when using Ctrl+Click on a slider, etc. + ImGuiDataTypeStorage DataTypeZeroValue; // 0 for all data types + int BeginMenuDepth; + int BeginComboDepth; ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets ImGuiID ColorEditCurrentID; // Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others). ImGuiID ColorEditSavedID; // ID we are saving/restoring HS for @@ -2269,28 +2685,31 @@ struct ImGuiContext ImU32 ColorEditSavedColor; // RGB value with alpha set to 0. ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. ImGuiComboPreviewData ComboPreviewData; + ImRect WindowResizeBorderExpectedRect; // Expected border rect, switch to relative edit if moving + bool WindowResizeRelativeMode; + short ScrollbarSeekMode; // 0: scroll to clicked location, -1/+1: prev/next page. + float ScrollbarClickDeltaToGrabCenter; // When scrolling to mouse location: distance between mouse and center of grab box, normalized in parent space. float SliderGrabClickOffset; float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? bool DragCurrentAccumDirty; float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio - float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() short DisabledStackSize; - short LockMarkEdited; short TooltipOverrideCount; + ImGuiWindow* TooltipPreviousWindow; // Window of last tooltip submitted during the frame ImVector ClipboardHandlerData; // If no custom clipboard handler is defined ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once ImGuiTypingSelectState TypingSelectState; // State for GetTypingSelectRequest() // Platform support - ImGuiPlatformImeData PlatformImeData; // Data updated by current frame - ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data (when changing we will call io.SetPlatformImeDataFn - ImGuiID PlatformImeViewport; + ImGuiPlatformImeData PlatformImeData; // Data updated by current frame. Will be applied at end of the frame. For some backends, this is required to have WantVisible=true in order to receive text message. + ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data. When changed we call the platform_io.Platform_SetImeDataFn() handler. // Extensions // FIXME: We could provide an API to register one slot in an array held in ImGuiContext? + ImVector UserTextures; // List of textures created/managed by user or third-party extension. Automatically appended into platform_io.Textures[]. ImGuiDockContext DockContext; void (*DockNodeWindowMenuHandler)(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); @@ -2301,38 +2720,65 @@ struct ImGuiContext ImVector SettingsHandlers; // List of .ini settings handlers ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries ImChunkStream SettingsTables; // ImGuiTable .ini settings entries + + // Hooks ImVector Hooks; // Hooks for extensions (e.g. test engine) ImGuiID HookIdNext; // Next available HookId + ImGuiDemoMarkerCallback DemoMarkerCallback; // Localization const char* LocalizationTable[ImGuiLocKey_COUNT]; // Capture/Logging bool LogEnabled; // Currently capturing - ImGuiLogType LogType; // Capture target + bool LogLineFirstItem; + ImGuiLogFlags LogFlags; // Capture flags/type + ImGuiWindow* LogWindow; ImFileHandle LogFile; // If != NULL log to stdout/ file ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. - const char* LogNextPrefix; + const char* LogNextPrefix; // See comment in LogSetNextTextDecoration(): doesn't copy underlying data, use carefully! const char* LogNextSuffix; float LogLinePosY; - bool LogLineFirstItem; int LogDepthRef; int LogDepthToExpand; int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. + // Error Handling + ImGuiErrorCallback ErrorCallback; // = NULL. May be exposed in public API eventually. + void* ErrorCallbackUserData; // = NULL + ImVec2 ErrorTooltipLockedPos; + bool ErrorFirst; + int ErrorCountCurrentFrame; // [Internal] Number of errors submitted this frame. + ImGuiErrorRecoveryState StackSizesInNewFrame; // [Internal] + ImGuiErrorRecoveryState*StackSizesInBeginForCurrentWindow; // [Internal] + // Debug Tools + // (some of the highly frequently used data are interleaved in other structures above: DebugBreakXXX fields, DebugHookIdInfo, DebugLocateId etc.) + int DebugDrawIdConflictsCount; // Locked count (preserved when holding Ctrl) ImGuiDebugLogFlags DebugLogFlags; ImGuiTextBuffer DebugLogBuf; ImGuiTextIndex DebugLogIndex; - ImU8 DebugLogClipperAutoDisableFrames; + int DebugLogSkippedErrors; + ImGuiDebugLogFlags DebugLogAutoDisableFlags; + ImU8 DebugLogAutoDisableFrames; ImU8 DebugLocateFrames; // For DebugLocateItemOnHover(). This is used together with DebugLocateId which is in a hot/cached spot above. + bool DebugBreakInLocateId; // Debug break in ItemAdd() call for g.DebugLocateId. + ImGuiKeyChord DebugBreakKeyChord; // = ImGuiKey_Pause ImS8 DebugBeginReturnValueCullDepth; // Cycle between 0..9 then wrap around. bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) ImU8 DebugItemPickerMouseButton; ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID + float DebugFlashStyleColorTime; + ImVec4 DebugFlashStyleColorBackup; ImGuiMetricsConfig DebugMetricsConfig; - ImGuiStackTool DebugStackTool; + ImGuiDebugItemPathQuery DebugItemPathQuery; + ImGuiIDStackTool DebugIDStackTool; + ImGuiDebugAllocInfo DebugAllocInfo; ImGuiDockNode* DebugHoveredDockNode; // Hovered dock node. +#if defined(IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS) + ImGuiStorage DebugDrawIdConflictsAliveCount; + ImGuiStorage DebugDrawIdConflictsHighlightSet; +#endif // Misc float FramerateSecPerFrame[60]; // Calculate estimate of framerate for user over the last 60 frames.. @@ -2341,199 +2787,20 @@ struct ImGuiContext float FramerateSecPerFrameAccum; int WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1. int WantCaptureKeyboardNextFrame; // " - int WantTextInputNextFrame; + int WantTextInputNextFrame; // Copied in EndFrame() from g.PlatformImeData.WantTextInput. Needs to be set for some backends (SDL3) to emit character inputs. ImVector TempBuffer; // Temporary text buffer + char TempKeychordName[64]; - ImGuiContext(ImFontAtlas* shared_font_atlas) - { - IO.Ctx = this; - InputTextState.Ctx = this; - - Initialized = false; - ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None; - FontAtlasOwnedByContext = shared_font_atlas ? false : true; - Font = NULL; - FontSize = FontBaseSize = 0.0f; - IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); - Time = 0.0f; - FrameCount = 0; - FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1; - WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false; - GcCompactAll = false; - TestEngineHookItems = false; - TestEngine = NULL; - - InputEventsNextMouseSource = ImGuiMouseSource_Mouse; - InputEventsNextEventId = 1; - - WindowsActiveCount = 0; - CurrentWindow = NULL; - HoveredWindow = NULL; - HoveredWindowUnderMovingWindow = NULL; - MovingWindow = NULL; - WheelingWindow = NULL; - WheelingWindowStartFrame = -1; - WheelingWindowReleaseTimer = 0.0f; - - DebugHookIdInfo = 0; - HoveredId = HoveredIdPreviousFrame = 0; - HoveredIdAllowOverlap = false; - HoveredIdDisabled = false; - HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; - ActiveId = 0; - ActiveIdIsAlive = 0; - ActiveIdTimer = 0.0f; - ActiveIdIsJustActivated = false; - ActiveIdAllowOverlap = false; - ActiveIdNoClearOnFocusLoss = false; - ActiveIdHasBeenPressedBefore = false; - ActiveIdHasBeenEditedBefore = false; - ActiveIdHasBeenEditedThisFrame = false; - ActiveIdClickOffset = ImVec2(-1, -1); - ActiveIdWindow = NULL; - ActiveIdSource = ImGuiInputSource_None; - ActiveIdMouseButton = -1; - ActiveIdPreviousFrame = 0; - ActiveIdPreviousFrameIsAlive = false; - ActiveIdPreviousFrameHasBeenEditedBefore = false; - ActiveIdPreviousFrameWindow = NULL; - LastActiveId = 0; - LastActiveIdTimer = 0.0f; - - ActiveIdUsingNavDirMask = 0x00; - ActiveIdUsingAllKeyboardKeys = false; -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - ActiveIdUsingNavInputMask = 0x00; -#endif - - CurrentFocusScopeId = 0; - CurrentItemFlags = ImGuiItemFlags_None; - BeginMenuCount = 0; - - CurrentDpiScale = 0.0f; - CurrentViewport = NULL; - MouseViewport = MouseLastHoveredViewport = NULL; - PlatformLastFocusedViewportId = 0; - ViewportCreatedCount = PlatformWindowsCreatedCount = 0; - ViewportFocusedStampCount = 0; - - NavWindow = NULL; - NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0; - NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; - NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; - NavJustMovedToKeyMods = ImGuiMod_None; - NavInputSource = ImGuiInputSource_Keyboard; - NavLayer = ImGuiNavLayer_Main; - NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; - NavIdIsAlive = false; - NavMousePosDirty = false; - NavDisableHighlight = true; - NavDisableMouseHover = false; - NavAnyRequest = false; - NavInitRequest = false; - NavInitRequestFromMove = false; - NavMoveSubmitted = false; - NavMoveScoringItems = false; - NavMoveForwardToNextFrame = false; - NavMoveFlags = ImGuiNavMoveFlags_None; - NavMoveScrollFlags = ImGuiScrollFlags_None; - NavMoveKeyMods = ImGuiMod_None; - NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; - NavScoringDebugCount = 0; - NavTabbingDir = 0; - NavTabbingCounter = 0; - - ConfigNavWindowingKeyNext = ImGuiMod_Ctrl | ImGuiKey_Tab; - ConfigNavWindowingKeyPrev = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab; - NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; - NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; - NavWindowingToggleLayer = false; - - DimBgRatio = 0.0f; - - DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; - DragDropSourceFlags = ImGuiDragDropFlags_None; - DragDropSourceFrameCount = -1; - DragDropMouseButton = -1; - DragDropTargetId = 0; - DragDropAcceptFlags = ImGuiDragDropFlags_None; - DragDropAcceptIdCurrRectSurface = 0.0f; - DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; - DragDropAcceptFrameCount = -1; - DragDropHoldJustPressedId = 0; - memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); - - ClipperTempDataStacked = 0; - - CurrentTable = NULL; - TablesTempDataStacked = 0; - CurrentTabBar = NULL; - - HoverItemDelayId = HoverItemDelayIdPreviousFrame = HoverItemUnlockedStationaryId = HoverWindowUnlockedStationaryId = 0; - HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f; - - MouseCursor = ImGuiMouseCursor_Arrow; - MouseStationaryTimer = 0.0f; - - TempInputId = 0; - ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; - ColorEditCurrentID = ColorEditSavedID = 0; - ColorEditSavedHue = ColorEditSavedSat = 0.0f; - ColorEditSavedColor = 0; - SliderGrabClickOffset = 0.0f; - SliderCurrentAccum = 0.0f; - SliderCurrentAccumDirty = false; - DragCurrentAccumDirty = false; - DragCurrentAccum = 0.0f; - DragSpeedDefaultRatio = 1.0f / 100.0f; - ScrollbarClickDeltaToGrabCenter = 0.0f; - DisabledAlphaBackup = 0.0f; - DisabledStackSize = 0; - LockMarkEdited = 0; - TooltipOverrideCount = 0; - - PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); - PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission - PlatformImeViewport = 0; - - DockNodeWindowMenuHandler = NULL; - - SettingsLoaded = false; - SettingsDirtyTimer = 0.0f; - HookIdNext = 0; - - memset(LocalizationTable, 0, sizeof(LocalizationTable)); - - LogEnabled = false; - LogType = ImGuiLogType_None; - LogNextPrefix = LogNextSuffix = NULL; - LogFile = NULL; - LogLinePosY = FLT_MAX; - LogLineFirstItem = false; - LogDepthRef = 0; - LogDepthToExpand = LogDepthToExpandDefault = 2; - - DebugLogFlags = ImGuiDebugLogFlags_OutputToTTY; - DebugLocateId = 0; - DebugLogClipperAutoDisableFrames = 0; - DebugLocateFrames = 0; - DebugBeginReturnValueCullDepth = -1; - DebugItemPickerActive = false; - DebugItemPickerMouseButton = ImGuiMouseButton_Left; - DebugItemPickerBreakId = 0; - DebugHoveredDockNode = NULL; - - memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); - FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; - FramerateSecPerFrameAccum = 0.0f; - WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; - } + ImGuiContext(ImFontAtlas* shared_font_atlas); + ~ImGuiContext(); }; //----------------------------------------------------------------------------- // [SECTION] ImGuiWindowTempData, ImGuiWindow //----------------------------------------------------------------------------- +#define IMGUI_WINDOW_HARD_MIN_SIZE 4.0f + // Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. // (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..) // (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin) @@ -2569,17 +2836,26 @@ struct IMGUI_API ImGuiWindowTempData ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement int TreeDepth; // Current tree depth. - ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. + ImU32 TreeHasStackDataDepthMask; // Store whether given depth has ImGuiTreeNodeStackData data. Could be turned into a ImU64 if necessary. + ImU32 TreeRecordsClippedNodesY2Mask; // Store whether we should keep recording Y2. Cleared when passing clip max. Equivalent TreeHasStackDataDepthMask value should always be set. ImVector ChildWindows; ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) ImGuiOldColumns* CurrentColumns; // Current columns set int CurrentTableIdx; // Current table index (into g.Tables) ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() + ImU32 ModalDimBgColor; + + // Status flags + ImGuiItemStatusFlags WindowItemStatusFlags; + ImGuiItemStatusFlags ChildItemStatusFlags; + ImGuiItemStatusFlags DockTabItemStatusFlags; + ImRect DockTabItemRect; // Local parameters stacks // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window). + float ItemWidthDefault; float TextWrapPos; // Current text wrap pos. ImVector ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth) ImVector TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos) @@ -2592,6 +2868,7 @@ struct IMGUI_API ImGuiWindow char* Name; // Window name, owned by the window. ImGuiID ID; // == ImHashStr(Name) ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_ + ImGuiChildFlags ChildFlags; // Set when window is a child window. See enum ImGuiChildFlags_ ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass() ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded. ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive) @@ -2606,6 +2883,7 @@ struct IMGUI_API ImGuiWindow ImVec2 WindowPadding; // Window padding at the time of Begin(). float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. float WindowBorderSize; // Window border size at the time of Begin(). + float TitleBarHeight, MenuBarHeight; // Note that those used to be function before 2024/05/28. If you have old code calling TitleBarHeight() you can change it to TitleBarHeight. float DecoOuterSizeX1, DecoOuterSizeY1; // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin(). float DecoOuterSizeX2, DecoOuterSizeY2; // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y). float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes). @@ -2613,6 +2891,7 @@ struct IMGUI_API ImGuiWindow ImGuiID MoveId; // == window->GetID("#MOVE") ImGuiID TabId; // == window->GetID("#TAB") ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) + ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) ImVec2 Scroll; ImVec2 ScrollMax; ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) @@ -2620,6 +2899,8 @@ struct IMGUI_API ImGuiWindow ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar. bool ScrollbarX, ScrollbarY; // Are scrollbars visible? + bool ScrollbarXStabilizeEnabled; // Was ScrollbarX previously auto-stabilized? + ImU8 ScrollbarXStabilizeToggledHistory; // Used to stabilize scrollbar visibility in case of feedback loops bool ViewportOwned; bool Active; // Set to true on Begin(), unless Collapsed bool WasActive; @@ -2627,26 +2908,27 @@ struct IMGUI_API ImGuiWindow bool Collapsed; // Set when collapsing window to become only title-bar bool WantCollapseToggle; bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) + bool SkipRefresh; // [EXPERIMENTAL] Reuse previous frame drawn contents, Begin() returns false. bool Appearing; // Set during the frame where the window is appearing (or re-appearing) bool Hidden; // Do not display (== HiddenFrames*** > 0) bool IsFallbackWindow; // Set on the "Debug##Default" window. bool IsExplicitChild; // Set when passed _ChildWindow, left to false by BeginDocked() bool HasCloseButton; // Set when the window has a close button (p_open != NULL) + signed char ResizeBorderHovered; // Current border being hovered for resize (-1: none, otherwise 0-3) signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) short BeginCountPreviousFrame; // Number of Begin() during the previous frame short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0. short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues. short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. - ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) - ImS8 AutoFitFramesX, AutoFitFramesY; - ImS8 AutoFitChildAxises; - bool AutoFitOnlyGrows; ImGuiDir AutoPosLastDirection; + ImS8 AutoFitFramesX, AutoFitFramesY; + bool AutoFitOnlyGrows; ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only ImS8 DisableInputsFrames; // Disable window interactions for N frames + ImGuiWindowBgClickFlags BgClickFlags : 8; // Configure behavior of click+dragging on window bg/void or over items. Default sets by io.ConfigWindowsMoveFromTitleBarOnly. If you use this please report in #3379. ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use. ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use. ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use. @@ -2672,11 +2954,11 @@ struct IMGUI_API ImGuiWindow int LastFrameActive; // Last frame number the window was Active. int LastFrameJustFocused; // Last frame number the window was made Focused. float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) - float ItemWidthDefault; ImGuiStorage StateStorage; ImVector ColumnsStorage; float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() - float FontDpiScale; + float FontWindowScaleParents; + float FontRefSize; // This is a copy of window->CalcFontSize() at the time of Begin(), trying to phase out CalcFontSize() especially as it may be called on non-current window. int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) @@ -2688,6 +2970,7 @@ struct IMGUI_API ImGuiWindow ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes. ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. + ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honored (e.g. Tool linked to Document) ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) @@ -2709,8 +2992,6 @@ struct IMGUI_API ImGuiWindow ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden. ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows) ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more - ImGuiItemStatusFlags DockTabItemStatusFlags; - ImRect DockTabItemRect; public: ImGuiWindow(ImGuiContext* context, const char* name); @@ -2719,15 +3000,16 @@ public: ImGuiID GetID(const char* str, const char* str_end = NULL); ImGuiID GetID(const void* ptr); ImGuiID GetID(int n); + ImGuiID GetIDFromPos(const ImVec2& p_abs); ImGuiID GetIDFromRectangle(const ImRect& r_abs); // We don't use g.FontSize because the window may be != g.CurrentWindow. ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } - float CalcFontSize() const { ImGuiContext& g = *Ctx; float scale = g.FontBaseSize * FontWindowScale * FontDpiScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } - float TitleBarHeight() const { ImGuiContext& g = *Ctx; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; } - ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } - float MenuBarHeight() const { ImGuiContext& g = *Ctx; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; } - ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight)); } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight; return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight); } + + // [OBSOLETE] ImGuiWindow::CalcFontSize() was removed in 1.92.0 because error-prone/misleading. You can use window->FontRefSize for a copy of g.FontSize at the time of the last Begin() call for this window. + //float CalcFontSize() const { ImGuiContext& g = *Ctx; return g.FontSizeBase * FontWindowScale * FontDpiScale * FontWindowScaleParents; }; //----------------------------------------------------------------------------- @@ -2748,7 +3030,8 @@ enum ImGuiTabItemFlagsPrivate_ ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button - ImGuiTabItemFlags_Unsorted = 1 << 22, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. + ImGuiTabItemFlags_Invisible = 1 << 22, // To reserve space e.g. with ImGuiTabItemFlags_Leading + ImGuiTabItemFlags_Unsorted = 1 << 23, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. }; // Storage for one active tab item (sizeof() 48 bytes) @@ -2759,30 +3042,33 @@ struct ImGuiTabItem ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window. int LastFrameVisible; int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance - float Offset; // Position relative to beginning of tab + float Offset; // Position relative to beginning of tab bar float Width; // Width currently displayed - float ContentWidth; // Width of label, stored during BeginTabItem() call + float ContentWidth; // Width of label + padding, stored during BeginTabItem() call (misnamed as "Content" would normally imply width of label only) float RequestedWidth; // Width optionally requested by caller, -1.0f is unused ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable ImS16 IndexDuringLayout; // Index only used during TabBarLayout(). Tabs gets reordered so 'Tabs[n].IndexDuringLayout == n' but may mismatch during additions. bool WantClose; // Marked as closed by SetTabItemClosed() - ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; RequestedWidth = -1.0f; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } + ImGuiTabItem() { memset((void*)this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; RequestedWidth = -1.0f; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } }; -// Storage for a tab bar (sizeof() 152 bytes) +// Storage for a tab bar (sizeof() 160 bytes) struct IMGUI_API ImGuiTabBar { + ImGuiWindow* Window; ImVector Tabs; ImGuiTabBarFlags Flags; ImGuiID ID; // Zero for tab-bars used by docking ImGuiID SelectedTabId; // Selected tab/window ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation - ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) + ImGuiID NextScrollToTabId; + ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for Ctrl+Tab preview) int CurrFrameVisible; int PrevFrameVisible; ImRect BarRect; + float BarRectPrevWidth; // Backup of previous width. When width change we enforce keep horizontal scroll on focused tab. float CurrTabsContentsHeight; float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar float WidthAllTabs; // Actual width of all tabs (locked during layout) @@ -2801,6 +3087,7 @@ struct IMGUI_API ImGuiTabBar bool WantLayout; bool VisibleTabWasSubmitted; bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame + bool ScrollButtonEnabled; ImS16 TabsActiveCount; // Number of tabs submitted this frame. ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() float ItemSpacingY; @@ -2816,11 +3103,7 @@ struct IMGUI_API ImGuiTabBar //----------------------------------------------------------------------------- #define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color. -#define IMGUI_TABLE_MAX_COLUMNS 512 // May be further lifted - -// Our current column maximum is 64 but we may raise that in the future. -typedef ImS16 ImGuiTableColumnIdx; -typedef ImU16 ImGuiTableDrawChannelIdx; +#define IMGUI_TABLE_MAX_COLUMNS 512 // Arbitrary "safety" maximum, may be lifted in the future if needed. Must fit in ImGuiTableColumnIdx/ImGuiTableDrawChannelIdx. // [Internal] sizeof() ~ 112 // We use the terminology "Enabled" to refer to a column that is not Hidden by user/api. @@ -2834,6 +3117,7 @@ struct ImGuiTableColumn float MaxX; float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout() float WidthAuto; // Automatic width + float WidthMax; // Maximum width (FIXME: overwritten by each instance) float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially. float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_). ImRect ClipRect; // Clipping rectangle for the column @@ -2872,7 +3156,7 @@ struct ImGuiTableColumn ImGuiTableColumn() { - memset(this, 0, sizeof(*this)); + memset((void*)this, 0, sizeof(*this)); StretchWeight = WidthRequest = -1.0f; NameOffset = -1; DisplayOrder = IndexWithinEnabledSet = -1; @@ -2884,33 +3168,44 @@ struct ImGuiTableColumn }; // Transient cell data stored per row. -// sizeof() ~ 6 +// sizeof() ~ 6 bytes struct ImGuiTableCellData { ImU32 BgColor; // Actual color ImGuiTableColumnIdx Column; // Column number }; +// Parameters for TableAngledHeadersRowEx() +// This may end up being refactored for more general purpose. +// sizeof() ~ 12 bytes +struct ImGuiTableHeaderData +{ + ImGuiTableColumnIdx Index; // Column index + ImU32 TextColor; + ImU32 BgColor0; + ImU32 BgColor1; +}; + // Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs. Does that means they could be moved to ImGuiTableTempData?) +// sizeof() ~ 24 bytes struct ImGuiTableInstanceData { ImGuiID TableInstanceID; float LastOuterHeight; // Outer height from last frame - float LastFirstRowHeight; // Height of first row from last frame (FIXME: this is used as "header height" and may be reworked) + float LastTopHeadersRowHeight; // Height of first consecutive header rows from last frame (FIXME: this is used assuming consecutive headers are in same frozen set) float LastFrozenHeight; // Height of frozen section from last frame int HoveredRowLast; // Index of row which was hovered last frame. int HoveredRowNext; // Index of row hovered this frame, set after encountering it. - ImGuiTableInstanceData() { TableInstanceID = 0; LastOuterHeight = LastFirstRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; } + ImGuiTableInstanceData() { TableInstanceID = 0; LastOuterHeight = LastTopHeadersRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; } }; -// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs, incoming RowData -// sizeof() ~ 580 bytes + heap allocs described in TableBeginInitMemory() +// sizeof() ~ 592 bytes + heap allocs described in TableBeginInitMemory() struct IMGUI_API ImGuiTable { ImGuiID ID; ImGuiTableFlags Flags; - void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[] + void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[], and RowCellData[] ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[] ImSpan Columns; // Point within RawData[] ImSpan DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1) @@ -2924,7 +3219,7 @@ struct IMGUI_API ImGuiTable int ColumnsCount; // Number of columns declared in BeginTable() int CurrentRow; int CurrentColumn; - ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched. + ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple tables with the same ID are multiple tables, they are just synced. ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with float RowPosY1; float RowPosY2; @@ -2953,8 +3248,10 @@ struct IMGUI_API ImGuiTable float ResizedColumnNextWidth; float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table. float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + float AngledHeadersHeight; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() + float AngledHeadersSlope; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable(). - ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is + ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is " ImRect WorkRect; ImRect InnerClipRect; ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries @@ -2973,16 +3270,19 @@ struct IMGUI_API ImGuiTable ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs() ImGuiTableColumnIdx SortSpecsCount; ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) - ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns (<= ColumnsCount) + ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns using fixed width (<= ColumnsCount) ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn() + ImGuiTableColumnIdx AngledHeadersCount; // Count columns with angled headers ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column! ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing). + ImGuiTableColumnIdx HighlightColumnHeader; // Index of column which should be highlighted. ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit. ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0. ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame. ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held. + ImGuiTableColumnIdx LastHeldHeaderColumn; // Index of column header being held from previous frame. ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared) - ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1 + ImGuiTableColumnIdx ReorderColumnDstOrder; // Requested display order of column being reordered. ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column. ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column. ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column. @@ -2996,36 +3296,44 @@ struct IMGUI_API ImGuiTable ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here. ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[] ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + ImS8 NavLayer; // ImGuiNavLayer at the time of BeginTable(). bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row. bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow(). bool IsInitializing; bool IsSortSpecsDirty; bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag. bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted). + bool DisableDefaultContextMenu; // Disable default context menu. You may submit your own using TableBeginContextMenuPopup()/EndPopup() bool IsSettingsRequestLoad; - bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data. + bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSettings data. bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1) bool IsResetAllRequest; bool IsResetDisplayOrderRequest; bool IsUnfrozenRows; // Set when we got past the frozen row. bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable() + bool IsActiveIdAliveBeforeTable; + bool IsActiveIdInTable; bool HasScrollbarYCurr; // Whether ANY instance of this table had a vertical scrollbar during the current frame. bool HasScrollbarYPrev; // Whether ANY instance of this table had a vertical scrollbar during the previous. bool MemoryCompacted; bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis - ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; } + ImGuiTable() { memset((void*)this, 0, sizeof(*this)); LastFrameActive = -1; } ~ImGuiTable() { IM_FREE(RawData); } }; // Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table). // - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure. // - We also leave out of this structure data that tend to be particularly useful for debugging/metrics. -// sizeof() ~ 112 bytes. +// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs. +// sizeof() ~ 136 bytes. struct IMGUI_API ImGuiTableTempData { + ImGuiID WindowID; // Shortcut to g.Tables[TableIndex]->OuterWindow->ID. int TableIndex; // Index in g.Tables.Buf[] pool float LastTimeActive; // Last timestamp this structure was used + float AngledHeadersExtraWidth; // Used in EndTable() + ImVector AngledHeadersRequests; // Used in TableAngledHeadersRow() ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() ImDrawListSplitter DrawSplitter; @@ -3039,10 +3347,10 @@ struct IMGUI_API ImGuiTableTempData float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable() int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable() - ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; } + ImGuiTableTempData() { memset((void*)this, 0, sizeof(*this)); LastTimeActive = -1.0f; } }; -// sizeof() ~ 12 +// sizeof() ~ 16 struct ImGuiTableColumnSettings { float WidthOrWeight; @@ -3051,7 +3359,7 @@ struct ImGuiTableColumnSettings ImGuiTableColumnIdx DisplayOrder; ImGuiTableColumnIdx SortOrder; ImU8 SortDirection : 2; - ImU8 IsEnabled : 1; // "Visible" in ini file + ImS8 IsEnabled : 2; // "Visible" in ini file ImU8 IsStretch : 1; ImGuiTableColumnSettings() @@ -3061,7 +3369,7 @@ struct ImGuiTableColumnSettings Index = -1; DisplayOrder = SortOrder = -1; SortDirection = ImGuiSortDirection_None; - IsEnabled = 1; + IsEnabled = -1; IsStretch = 0; } }; @@ -3076,7 +3384,7 @@ struct ImGuiTableSettings ImGuiTableColumnIdx ColumnsCountMax; // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) - ImGuiTableSettings() { memset(this, 0, sizeof(*this)); } + ImGuiTableSettings() { memset((void*)this, 0, sizeof(*this)); } ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); } }; @@ -3089,16 +3397,21 @@ namespace ImGui { // Windows // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) - // If this ever crash because g.CurrentWindow is NULL it means that either + // If this ever crashes because g.CurrentWindow is NULL, it means that either: // - ImGui::NewFrame() has never been called, which is illegal. // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. + IMGUI_API ImGuiIO& GetIO(ImGuiContext* ctx); + IMGUI_API ImGuiPlatformIO& GetPlatformIO(ImGuiContext* ctx); + inline float GetScale() { ImGuiContext& g = *GImGui; return g.Style._MainScale; } // FIXME-DPI: I don't want to formalize this just yet. Because reasons. Please don't use. inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); IMGUI_API ImGuiWindow* FindWindowByName(const char* name); IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); + IMGUI_API void UpdateWindowSkipRefresh(ImGuiWindow* window); IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy); + IMGUI_API bool IsWindowInBeginStack(ImGuiWindow* window); IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent); IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); @@ -3106,9 +3419,11 @@ namespace ImGui IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); - IMGUI_API void SetWindowHiddendAndSkipItemsForCurrentFrame(ImGuiWindow* window); + IMGUI_API void SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window); + inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; } // You may also use SetNextWindowClass()'s FocusRouteParentWindowId field. inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } + inline ImVec2 WindowPosAbsToRel(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x - off.x, p.y - off.y); } inline ImVec2 WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); } // Windows: Display Order and Focus Order @@ -3121,9 +3436,22 @@ namespace ImGui IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window); IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); + // Windows: Idle, Refresh Policies [EXPERIMENTAL] + IMGUI_API void SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags); + // Fonts, drawing - IMGUI_API void SetCurrentFont(ImFont* font); - inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } + IMGUI_API void RegisterUserTexture(ImTextureData* tex); // Register external texture. EXPERIMENTAL: DO NOT USE YET. + IMGUI_API void UnregisterUserTexture(ImTextureData* tex); + IMGUI_API void RegisterFontAtlas(ImFontAtlas* atlas); + IMGUI_API void UnregisterFontAtlas(ImFontAtlas* atlas); + IMGUI_API void SetCurrentFont(ImFont* font, float font_size_before_scaling, float font_size_after_scaling); + IMGUI_API void UpdateCurrentFontSize(float restore_font_size_after_scaling); + IMGUI_API void SetFontRasterizerDensity(float rasterizer_density); + inline float GetFontRasterizerDensity() { return GImGui->FontRasterizerDensity; } + inline float GetRoundedFontSize(float size) { return IM_ROUND(size); } + IMGUI_API ImFont* GetDefaultFont(); + IMGUI_API void PushPasswordFont(); + IMGUI_API void PopPasswordFont(); inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); } IMGUI_API void AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list); @@ -3131,21 +3459,24 @@ namespace ImGui IMGUI_API void Initialize(); IMGUI_API void Shutdown(); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). + // Context name & generic context hooks + IMGUI_API void SetContextName(ImGuiContext* ctx, const char* name); + IMGUI_API ImGuiID AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook); + IMGUI_API void RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_to_remove); + IMGUI_API void CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType type); + // NewFrame IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs); - IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); + IMGUI_API void UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos); + IMGUI_API void FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window); IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); - IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node); + IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock); + IMGUI_API void StopMouseMovingWindow(); IMGUI_API void UpdateMouseMovingWindowNewFrame(); IMGUI_API void UpdateMouseMovingWindowEndFrame(); - // Generic context hooks - IMGUI_API ImGuiID AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook); - IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove); - IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type); - // Viewports - IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos); + IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size); IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport); IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport); @@ -3186,8 +3517,7 @@ namespace ImGui //#endif // Basic Accessors - inline ImGuiItemStatusFlags GetItemStatusFlags(){ ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } - inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; } + inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); @@ -3208,40 +3538,48 @@ namespace ImGui IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags); IMGUI_API bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags = 0); IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id); - IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); + IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags item_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); IMGUI_API void PushMultiItemsWidths(int components, float width_full); - IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) - IMGUI_API ImVec2 GetContentRegionMaxAbs(); - IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); + IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess, float width_min); + IMGUI_API void CalcClipRectVisibleItemsY(const ImRect& clip_rect, const ImVec2& pos, float items_height, int* out_visible_start, int* out_visible_end); // Parameter stacks (shared) - IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); - IMGUI_API void PopItemFlag(); - IMGUI_API const ImGuiDataVarInfo* GetStyleVarInfo(ImGuiStyleVar idx); + IMGUI_API const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx); + IMGUI_API void BeginDisabledOverrideReenable(); + IMGUI_API void EndDisabledOverrideReenable(); // Logging/Capture - IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. + IMGUI_API void LogBegin(ImGuiLogFlags flags, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix); - // Popups, Modals, Tooltips - IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags); + // Childs + IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags); + + // Popups, Modals + IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags); + IMGUI_API bool BeginPopupMenuEx(ImGuiID id, const char* label, ImGuiWindowFlags extra_window_flags); IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); IMGUI_API void ClosePopupsExceptModals(); IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); - IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); - IMGUI_API bool BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags); IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); IMGUI_API ImGuiWindow* GetTopMostPopupModal(); IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal(); IMGUI_API ImGuiWindow* FindBlockingModal(ImGuiWindow* window); IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); + IMGUI_API ImGuiMouseButton GetMouseButtonFromPopupFlags(ImGuiPopupFlags flags); + IMGUI_API bool IsPopupOpenRequestForItem(ImGuiPopupFlags flags, ImGuiID id); + IMGUI_API bool IsPopupOpenRequestForWindow(ImGuiPopupFlags flags); + + // Tooltips + IMGUI_API bool BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags); + IMGUI_API bool BeginTooltipHidden(); // Menus IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); @@ -3253,66 +3591,68 @@ namespace ImGui IMGUI_API bool BeginComboPreview(); IMGUI_API void EndComboPreview(); - // Gamepad/Keyboard Navigation + // Keyboard/Gamepad Navigation IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); IMGUI_API void NavInitRequestApplyResult(); IMGUI_API bool NavMoveRequestButNoResultYet(); IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); - IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data); + IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, const ImGuiTreeNodeStackData* tree_node_data); IMGUI_API void NavMoveRequestCancel(); IMGUI_API void NavMoveRequestApplyResult(); IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); + IMGUI_API void NavHighlightActivated(ImGuiID id); IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis); - IMGUI_API void NavRestoreHighlightAfterMove(); + IMGUI_API void SetNavCursorVisibleAfterMove(); IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX(); IMGUI_API void SetNavWindow(ImGuiWindow* window); IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); + IMGUI_API void SetNavFocusScope(ImGuiID focus_scope_id); // Focus/Activation // This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are // much harder to design and implement than expected. I have a couple of private branches on this matter but it's not simple. For now implementing the easy ones. IMGUI_API void FocusItem(); // Focus last item (no selection/activation). - IMGUI_API void ActivateItemByID(ImGuiID id); // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again. + IMGUI_API void ActivateItemByID(ImGuiID id); // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again. Was called 'ActivateItem()' before 1.89.7. // Inputs // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. - inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; } - inline bool IsNamedKeyOrModKey(ImGuiKey key) { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super || key == ImGuiMod_Shortcut; } - inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; } - inline bool IsKeyboardKey(ImGuiKey key) { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; } - inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } - inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; } - inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; } - inline ImGuiKeyChord ConvertShortcutMod(ImGuiKeyChord key_chord) { ImGuiContext& g = *GImGui; IM_ASSERT_PARANOID(key_chord & ImGuiMod_Shortcut); return (key_chord & ~ImGuiMod_Shortcut) | (g.IO.ConfigMacOSXBehaviors ? ImGuiMod_Super : ImGuiMod_Ctrl); } - inline ImGuiKey ConvertSingleModFlagToKey(ImGuiContext* ctx, ImGuiKey key) + inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; } + inline bool IsNamedKeyOrMod(ImGuiKey key) { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super; } + inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; } + inline bool IsKeyboardKey(ImGuiKey key) { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; } + inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } + inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; } + inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; } + inline bool IsLRModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; } + ImGuiKeyChord FixupKeyChord(ImGuiKeyChord key_chord); + inline ImGuiKey ConvertSingleModFlagToKey(ImGuiKey key) { - ImGuiContext& g = *ctx; if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl; if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift; if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt; if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper; - if (key == ImGuiMod_Shortcut) return (g.IO.ConfigMacOSXBehaviors ? ImGuiKey_ReservedForModSuper : ImGuiKey_ReservedForModCtrl); return key; } IMGUI_API ImGuiKeyData* GetKeyData(ImGuiContext* ctx, ImGuiKey key); inline ImGuiKeyData* GetKeyData(ImGuiKey key) { ImGuiContext& g = *GImGui; return GetKeyData(&g, key); } - IMGUI_API void GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size); + IMGUI_API const char* GetKeyChordName(ImGuiKeyChord key_chord); inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); } IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); IMGUI_API ImVec2 GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down); IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis); IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate); + IMGUI_API void TeleportMousePos(const ImVec2& pos); IMGUI_API void SetActiveIdUsingAllKeyboardKeys(); inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } // [EXPERIMENTAL] Low-Level: Key/Input Ownership // - The idea is that instead of "eating" a given input, we can link to an owner id. // - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead). - // - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID. + // - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID. // - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0). // - Input ownership is automatically released on the frame after a key is released. Therefore: // - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case). @@ -3320,12 +3660,12 @@ namespace ImGui // - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state. // - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step. // Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved. - IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key); - IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); - IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0); - IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags = 0); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. - IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id' - inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(ctx, key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; } + IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key); + IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id' + inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; } // [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership // - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag. @@ -3333,26 +3673,32 @@ namespace ImGui // - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'. // Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. // - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API. - IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id); - IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat. - IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id); - IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id); - IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0); - IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requires explicit ImGuiInputFlags_Repeat. + IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id = 0); + IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0); + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id); - // [EXPERIMENTAL] Shortcut Routing - // - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super. - // ImGuiKey_C (accepted by functions taking ImGuiKey or ImGuiKeyChord) - // ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord) - // ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values. - // - When using one of the routing flags (e.g. ImGuiInputFlags_RouteFocused): routes requested ahead of time given a chord (key + modifiers) and a routing policy. - // - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame. - // - Route is granted to a single owner. When multiple requests are made we have policies to select the winning route. - // - Multiple read sites may use the same owner id and will all get the granted route. - // - For routing: when owner_id is 0 we use the current Focus Scope ID as a default owner in order to identify our location. - IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); - IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); - IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id); + // Shortcut Testing & Routing + // - Set Shortcut() and SetNextItemShortcut() in imgui.h + // - When a policy (except for ImGuiInputFlags_RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(), + // allowing the system to decide where to route the input among other route-aware calls. + // (* using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key) and bypassing route registration and check) + // - When using one of the routing option: + // - The default route is ImGuiInputFlags_RouteFocused (accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.) + // - Routes are requested given a chord (key + modifiers) and a routing policy. + // - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame. + // - Each route may be granted to a single owner. When multiple requests are made we have policies to select the winning route (e.g. deep most window). + // - Multiple read sites may use the same owner id can all access the granted route. + // - When owner_id is 0 we use the current Focus Scope ID as a owner ID in order to identify our location. + // - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute() + // e.g. if you have a tool window associated to a document, and you want document shortcuts to run when the tool is focused. + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id); + IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id); // owner_id needs to be explicit and cannot be 0 + IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id); IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord); // Docking @@ -3425,16 +3771,32 @@ namespace ImGui // Drag and Drop IMGUI_API bool IsDragDropActive(); IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); + IMGUI_API bool BeginDragDropTargetViewport(ImGuiViewport* viewport, const ImRect* p_bb = NULL); IMGUI_API void ClearDragDrop(); IMGUI_API bool IsDragDropPayloadBeingAccepted(); - IMGUI_API void RenderDragDropTargetRect(const ImRect& bb); + IMGUI_API void RenderDragDropTargetRectForItem(const ImRect& bb); + IMGUI_API void RenderDragDropTargetRectEx(ImDrawList* draw_list, const ImRect& bb); // Typing-Select API + // (provide Windows Explorer style "select items by typing partial name" + "cycle through items by typing same letter" feature) + // (this is currently not documented nor used by main library, but should work. See "widgets_typingselect" in imgui_test_suite for usage code. Please let us know if you use this!) IMGUI_API ImGuiTypingSelectRequest* GetTypingSelectRequest(ImGuiTypingSelectFlags flags = ImGuiTypingSelectFlags_None); IMGUI_API int TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); IMGUI_API int TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); IMGUI_API int TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data); + // Box-Select API + IMGUI_API bool BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags); + IMGUI_API void EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags); + + // Multi-Select API + IMGUI_API void MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags); + IMGUI_API void MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed); + IMGUI_API void MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected); + IMGUI_API void MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item); + inline ImGuiBoxSelectState* GetBoxSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.BoxSelectState.ID == id && g.BoxSelectState.IsActive) ? &g.BoxSelectState : NULL; } + inline ImGuiMultiSelectState* GetMultiSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return g.MultiSelectStorage.GetByKey(id); } + // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). @@ -3451,11 +3813,14 @@ namespace ImGui IMGUI_API void TableOpenContextMenu(int column_n = -1); IMGUI_API void TableSetColumnWidth(int column_n, float width); IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs); - IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. IMGUI_API int TableGetHoveredRow(); // Retrieve *PREVIOUS FRAME* hovered row. This difference with TableGetHoveredColumn() is the reason why this is not public yet. IMGUI_API float TableGetHeaderRowHeight(); + IMGUI_API float TableGetHeaderAngledMaxLabelWidth(); IMGUI_API void TablePushBackgroundChannel(); IMGUI_API void TablePopBackgroundChannel(); + IMGUI_API void TablePushColumnChannel(int column_n); + IMGUI_API void TablePopColumnChannel(); + IMGUI_API void TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count); // Tables: Internals inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } @@ -3468,11 +3833,12 @@ namespace ImGui IMGUI_API void TableUpdateBorders(ImGuiTable* table); IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table); IMGUI_API void TableDrawBorders(ImGuiTable* table); - IMGUI_API void TableDrawContextMenu(ImGuiTable* table); + IMGUI_API void TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display); IMGUI_API bool TableBeginContextMenuPopup(ImGuiTable* table); IMGUI_API void TableMergeDrawChannels(ImGuiTable* table); inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; } inline ImGuiID TableGetInstanceID(ImGuiTable* table, int instance_no) { return TableGetInstanceData(table, instance_no)->TableInstanceID; } + IMGUI_API void TableFixDisplayOrder(ImGuiTable* table); IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table); IMGUI_API void TableSortSpecsBuild(ImGuiTable* table); IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column); @@ -3485,9 +3851,11 @@ namespace ImGui IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n); IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n); IMGUI_API ImGuiID TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no = 0); - IMGUI_API float TableGetMaxColumnWidth(const ImGuiTable* table, int column_n); + IMGUI_API float TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n); IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n); IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); + IMGUI_API void TableSetColumnDisplayOrder(ImGuiTable* table, int column_n, int dst_order); + IMGUI_API void TableQueueSetColumnDisplayOrder(ImGuiTable* table, int column_n, int dst_order); IMGUI_API void TableRemove(ImGuiTable* table); IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table); IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table); @@ -3504,6 +3872,8 @@ namespace ImGui // Tab Bars inline ImGuiTabBar* GetCurrentTabBar() { ImGuiContext& g = *GImGui; return g.CurrentTabBar; } + IMGUI_API ImGuiTabBar* TabBarFindByID(ImGuiID id); + IMGUI_API void TabBarRemove(ImGuiTabBar* tab_bar); IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order); @@ -3515,10 +3885,12 @@ namespace ImGui IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name); IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset); IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImVec2 mouse_pos); IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window); + IMGUI_API void TabItemSpacing(const char* str_id, ImGuiTabItemFlags flags, float width); IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker); IMGUI_API ImVec2 TabItemCalcSize(ImGuiWindow* window); IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); @@ -3531,11 +3903,15 @@ namespace ImGui IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); - IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); - IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); + IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); + IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders = true, float rounding = 0.0f); IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); + IMGUI_API void RenderColorComponentMarker(const ImRect& bb, ImU32 col, float rounding); IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); - IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight + IMGUI_API void RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None); // Navigation highlight +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None) { RenderNavCursor(bb, id, flags); } // Renamed in 1.91.4 +#endif IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); @@ -3545,15 +3921,19 @@ namespace ImGui IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col); - IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); + IMGUI_API void RenderRectFilledInRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float fill_x0, float fill_x1, float rounding); IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding); IMGUI_API ImDrawFlags CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold); - // Widgets + // Widgets: Text IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); + IMGUI_API void TextAligned(float align_x, float size_x, const char* fmt, ...); // FIXME-WIP: Works but API is likely to be reworked. This is designed for 1 item on the line. (#7024) + IMGUI_API void TextAlignedV(float align_x, float size_x, const char* fmt, va_list args); + + // Widgets IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); - IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0); + IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0); IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags, float thickness = 1.0f); IMGUI_API void SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_width); IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); @@ -3563,28 +3943,32 @@ namespace ImGui IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node); IMGUI_API void Scrollbar(ImGuiAxis axis); - IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags draw_rounding_flags = 0); IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir); + IMGUI_API void ExtendHitBoxWhenNearViewportEdge(ImGuiWindow* window, ImRect* bb, float threshold, ImGuiAxis axis); // Widgets low-level behaviors IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags); IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0); + + // Widgets: Tree Nodes IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); + IMGUI_API void TreeNodeDrawLineToChildNode(const ImVec2& target_pos); + IMGUI_API void TreeNodeDrawLineToTreePop(const ImGuiTreeNodeStackData* data); IMGUI_API void TreePushOverrideID(ImGuiID id); - IMGUI_API void TreeNodeSetOpen(ImGuiID id, bool open); - IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging. - IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data); + IMGUI_API void TreeNodeSetOpen(ImGuiID storage_id, bool open); + IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging. // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). // e.g. " extern template IMGUI_API float RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, float v); " - template IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); - template IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, float logarithmic_zero_epsilon, float zero_deadzone_size); template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags); template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); @@ -3594,22 +3978,26 @@ namespace ImGui IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2); - IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format); + IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty = NULL); IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2); IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); + IMGUI_API bool DataTypeIsZero(ImGuiDataType data_type, const void* p_data); // InputText IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API void InputTextDeactivateHook(ImGuiID id); - IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); + IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL); - inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } + inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return g.ActiveId == id && g.TempInputId == id; } inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active + IMGUI_API void SetNextItemRefVal(ImGuiDataType data_type, void* p_data); + inline bool IsItemActiveAsInputText() { ImGuiContext& g = *GImGui; return g.ActiveId != 0 && g.ActiveId == g.LastItemData.ID && g.InputTextState.ID == g.LastItemData.ID; } // This may be useful to apply workaround that a based on distinguish whenever an item is active as a text input field. // Color IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags); IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); + inline void SetNextItemColorMarker(ImU32 col) { ImGuiContext& g = *GImGui; g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasColorMarker; g.NextItemData.ColorMarker = col; } // Plot IMGUI_API int PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg); @@ -3617,92 +4005,272 @@ namespace ImGui // Shade functions (write over already created vertices) IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); + IMGUI_API void ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out); // Garbage collection IMGUI_API void GcCompactTransientMiscBuffers(); IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); - // Debug Log - IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); - IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1); + // Error handling, State Recovery + IMGUI_API bool ErrorLog(const char* msg); + IMGUI_API void ErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out); + IMGUI_API void ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in); + IMGUI_API void ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in); + IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + IMGUI_API void ErrorCheckEndFrameFinalizeErrorTooltip(); + IMGUI_API bool BeginErrorTooltip(); + IMGUI_API void EndErrorTooltip(); + + // Demo Doc Marker for e.g. imgui_explorer + IMGUI_API void DemoMarker(const char* file, int line, const char* section); // Debug Tools - IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); - IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); - IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + IMGUI_API void DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size); // size >= 0 : alloc, size = -1 : free IMGUI_API void DebugDrawCursorPos(ImU32 col = IM_COL32(255, 0, 0, 255)); IMGUI_API void DebugDrawLineExtents(ImU32 col = IM_COL32(255, 0, 0, 255)); IMGUI_API void DebugDrawItemRect(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end); IMGUI_API void DebugLocateItem(ImGuiID target_id); // Call sparingly: only 1 at the same time! IMGUI_API void DebugLocateItemOnHover(ImGuiID target_id); // Only call on reaction to a mouse Hover: because only 1 at the same time! IMGUI_API void DebugLocateItemResolveWithLastItem(); - inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } + IMGUI_API void DebugBreakClearData(); + IMGUI_API bool DebugBreakButton(const char* label, const char* description_of_location); + IMGUI_API void DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location); IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); + IMGUI_API ImU64 DebugTextureIDToU64(ImTextureID tex_id); IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end); IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, const char* label); IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label); IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); IMGUI_API void DebugNodeFont(ImFont* font); + IMGUI_API void DebugNodeFontGlyphsForSrcMask(ImFont* font, ImFontBaked* baked, int src_mask); IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph); + IMGUI_API void DebugNodeTexture(ImTextureData* tex, int int_id, const ImFontAtlasRect* highlight_rect = NULL); // ID used to facilitate persisting the "current" texture. IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); IMGUI_API void DebugNodeTable(ImGuiTable* table); IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings); IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state); IMGUI_API void DebugNodeTypingSelectState(ImGuiTypingSelectState* state); + IMGUI_API void DebugNodeMultiSelectState(ImGuiMultiSelectState* state); IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label); IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack); IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); + IMGUI_API void DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx); IMGUI_API void DebugRenderKeyboardPreview(ImDrawList* draw_list); IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); // Obsolete functions #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89 - inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89 + //inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89 + //inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89 + //inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity! - // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets that used FocusableItemRegister(): + // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets which used FocusableItemRegister(): // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)' - // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0' - // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))' (WIP) - // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText() - inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() - inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem -#endif -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity! + // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0' + // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))' + //inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() + //inline void FocusableItemUnregister(ImGuiWindow* window) // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem #endif } // namespace ImGui +//----------------------------------------------------------------------------- +// [SECTION] ImFontLoader +//----------------------------------------------------------------------------- + +// Hooks and storage for a given font backend. +// This structure is likely to evolve as we add support for incremental atlas updates. +// Conceptually this could be public, but API is still going to be evolve. +struct ImFontLoader +{ + const char* Name; + bool (*LoaderInit)(ImFontAtlas* atlas); + void (*LoaderShutdown)(ImFontAtlas* atlas); + bool (*FontSrcInit)(ImFontAtlas* atlas, ImFontConfig* src); + void (*FontSrcDestroy)(ImFontAtlas* atlas, ImFontConfig* src); + bool (*FontSrcContainsGlyph)(ImFontAtlas* atlas, ImFontConfig* src, ImWchar codepoint); + bool (*FontBakedInit)(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src); + void (*FontBakedDestroy)(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src); + bool (*FontBakedLoadGlyph)(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src, ImWchar codepoint, ImFontGlyph* out_glyph, float* out_advance_x); + + // Size of backend data, Per Baked * Per Source. Buffers are managed by core to avoid excessive allocations. + // FIXME: At this point the two other types of buffers may be managed by core to be consistent? + size_t FontBakedSrcLoaderDataSize; + + ImFontLoader() { memset((void*)this, 0, sizeof(*this)); } +}; + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +IMGUI_API const ImFontLoader* ImFontAtlasGetFontLoaderForStbTruetype(); +#endif +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +typedef ImFontLoader ImFontBuilderIO; // [renamed/changed in 1.92.0] The types are not actually compatible but we provide this as a compile-time error report helper. +#endif + //----------------------------------------------------------------------------- // [SECTION] ImFontAtlas internal API //----------------------------------------------------------------------------- -// This structure is likely to evolve as we add support for incremental atlas updates -struct ImFontBuilderIO +#define IMGUI_FONT_SIZE_MAX (512.0f) +#define IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE (128.0f) + +// Helpers: ImTextureRef ==/!= operators provided as convenience +// (note that _TexID and _TexData are never set simultaneously) +inline bool operator==(const ImTextureRef& lhs, const ImTextureRef& rhs) { return lhs._TexID == rhs._TexID && lhs._TexData == rhs._TexData; } +inline bool operator!=(const ImTextureRef& lhs, const ImTextureRef& rhs) { return lhs._TexID != rhs._TexID || lhs._TexData != rhs._TexData; } + +// Refer to ImFontAtlasPackGetRect() to better understand how this works. +#define ImFontAtlasRectId_IndexMask_ (0x0007FFFF) // 20-bits signed: index to access builder->RectsIndex[]. +#define ImFontAtlasRectId_GenerationMask_ (0x3FF00000) // 10-bits: entry generation, so each ID is unique and get can safely detected old identifiers. +#define ImFontAtlasRectId_GenerationShift_ (20) +inline int ImFontAtlasRectId_GetIndex(ImFontAtlasRectId id) { return (id & ImFontAtlasRectId_IndexMask_); } +inline unsigned int ImFontAtlasRectId_GetGeneration(ImFontAtlasRectId id) { return (unsigned int)(id & ImFontAtlasRectId_GenerationMask_) >> ImFontAtlasRectId_GenerationShift_; } +inline ImFontAtlasRectId ImFontAtlasRectId_Make(int index_idx, int gen_idx) { IM_ASSERT(index_idx >= 0 && index_idx <= ImFontAtlasRectId_IndexMask_ && gen_idx <= (ImFontAtlasRectId_GenerationMask_ >> ImFontAtlasRectId_GenerationShift_)); return (ImFontAtlasRectId)(index_idx | (gen_idx << ImFontAtlasRectId_GenerationShift_)); } + +// Packed rectangle lookup entry (we need an indirection to allow removing/reordering rectangles) +// User are returned ImFontAtlasRectId values which are meant to be persistent. +// We handle this with an indirection. While Rects[] may be in theory shuffled, compacted etc., RectsIndex[] cannot it is keyed by ImFontAtlasRectId. +// RectsIndex[] is used both as an index into Rects[] and an index into itself. This is basically a free-list. See ImFontAtlasBuildAllocRectIndexEntry() code. +// Having this also makes it easier to e.g. sort rectangles during repack. +struct ImFontAtlasRectEntry { - bool (*FontBuilder_Build)(ImFontAtlas* atlas); + int TargetIndex : 20; // When Used: ImFontAtlasRectId -> into Rects[]. When unused: index to next unused RectsIndex[] slot to consume free-list. + unsigned int Generation : 10; // Increased each time the entry is reused for a new rectangle. + unsigned int IsUsed : 1; }; -// Helper for font builder -#ifdef IMGUI_ENABLE_STB_TRUETYPE -IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype(); +// Data available to potential texture post-processing functions +struct ImFontAtlasPostProcessData +{ + ImFontAtlas* FontAtlas; + ImFont* Font; + ImFontConfig* FontSrc; + ImFontBaked* FontBaked; + ImFontGlyph* Glyph; + + // Pixel data + void* Pixels; + ImTextureFormat Format; + int Pitch; + int Width; + int Height; +}; + +// We avoid dragging imstb_rectpack.h into public header (partly because binding generators are having issues with it) +#ifdef IMGUI_STB_NAMESPACE +namespace IMGUI_STB_NAMESPACE { struct stbrp_node; } +typedef IMGUI_STB_NAMESPACE::stbrp_node stbrp_node_im; +#else +struct stbrp_node; +typedef stbrp_node stbrp_node_im; #endif -IMGUI_API void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); -IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); -IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); -IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value); -IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); -IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); +struct stbrp_context_opaque { char data[80]; }; + +// Internal storage for incrementally packing and building a ImFontAtlas +struct ImFontAtlasBuilder +{ + stbrp_context_opaque PackContext; // Actually 'stbrp_context' but we don't want to define this in the header file. + ImVector PackNodes; + ImVector Rects; + ImVector RectsIndex; // ImFontAtlasRectId -> index into Rects[] + ImVector TempBuffer; // Misc scratch buffer + int RectsIndexFreeListStart;// First unused entry + int RectsPackedCount; // Number of packed rectangles. + int RectsPackedSurface; // Number of packed pixels. Used when compacting to heuristically find the ideal texture size. + int RectsDiscardedCount; + int RectsDiscardedSurface; + int FrameCount; // Current frame count + ImVec2i MaxRectSize; // Largest rectangle to pack (de-facto used as a "minimum texture size") + ImVec2i MaxRectBounds; // Bottom-right most used pixels + bool LockDisableResize; // Disable resizing texture + bool PreloadedAllGlyphsRanges; // Set when missing ImGuiBackendFlags_RendererHasTextures features forces atlas to preload everything. + + // Cache of all ImFontBaked + ImStableVector BakedPool; + ImGuiStorage BakedMap; // BakedId --> ImFontBaked* + int BakedDiscardedCount; + + // Custom rectangle identifiers + ImFontAtlasRectId PackIdMouseCursors; // White pixel + mouse cursors. Also happen to be fallback in case of packing failure. + ImFontAtlasRectId PackIdLinesTexData; + + ImFontAtlasBuilder() { memset((void*)this, 0, sizeof(*this)); FrameCount = -1; RectsIndexFreeListStart = -1; PackIdMouseCursors = PackIdLinesTexData = -1; } +}; + +IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildDestroy(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildMain(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildSetupFontLoader(ImFontAtlas* atlas, const ImFontLoader* font_loader); +IMGUI_API void ImFontAtlasBuildNotifySetFont(ImFontAtlas* atlas, ImFont* old_font, ImFont* new_font); +IMGUI_API void ImFontAtlasBuildUpdatePointers(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildRenderBitmapFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char); +IMGUI_API void ImFontAtlasBuildClear(ImFontAtlas* atlas); // Clear output and custom rects + +IMGUI_API ImTextureData* ImFontAtlasTextureAdd(ImFontAtlas* atlas, int w, int h); +IMGUI_API void ImFontAtlasTextureMakeSpace(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasTextureRepack(ImFontAtlas* atlas, int w, int h); +IMGUI_API void ImFontAtlasTextureGrow(ImFontAtlas* atlas, int old_w = -1, int old_h = -1); +IMGUI_API void ImFontAtlasTextureCompact(ImFontAtlas* atlas); +IMGUI_API ImVec2i ImFontAtlasTextureGetSizeEstimate(ImFontAtlas* atlas); + +IMGUI_API void ImFontAtlasBuildSetupFontSpecialGlyphs(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src); +IMGUI_API void ImFontAtlasBuildLegacyPreloadAllGlyphRanges(ImFontAtlas* atlas); // Legacy +IMGUI_API void ImFontAtlasBuildGetOversampleFactors(ImFontConfig* src, ImFontBaked* baked, int* out_oversample_h, int* out_oversample_v); +IMGUI_API void ImFontAtlasBuildDiscardBakes(ImFontAtlas* atlas, int unused_frames); + +IMGUI_API bool ImFontAtlasFontSourceInit(ImFontAtlas* atlas, ImFontConfig* src); +IMGUI_API void ImFontAtlasFontSourceAddToFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src); +IMGUI_API void ImFontAtlasFontDestroySourceData(ImFontAtlas* atlas, ImFontConfig* src); +IMGUI_API bool ImFontAtlasFontInitOutput(ImFontAtlas* atlas, ImFont* font); // Using FontDestroyOutput/FontInitOutput sequence useful notably if font loader params have changed +IMGUI_API void ImFontAtlasFontDestroyOutput(ImFontAtlas* atlas, ImFont* font); +IMGUI_API void ImFontAtlasFontRebuildOutput(ImFontAtlas* atlas, ImFont* font); +IMGUI_API void ImFontAtlasFontDiscardBakes(ImFontAtlas* atlas, ImFont* font, int unused_frames); + +IMGUI_API ImGuiID ImFontAtlasBakedGetId(ImGuiID font_id, float baked_size, float rasterizer_density); +IMGUI_API ImFontBaked* ImFontAtlasBakedGetOrAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density); +IMGUI_API ImFontBaked* ImFontAtlasBakedGetClosestMatch(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density); +IMGUI_API ImFontBaked* ImFontAtlasBakedAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density, ImGuiID baked_id); +IMGUI_API void ImFontAtlasBakedDiscard(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked); +IMGUI_API ImFontGlyph* ImFontAtlasBakedAddFontGlyph(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, const ImFontGlyph* in_glyph); +IMGUI_API void ImFontAtlasBakedAddFontGlyphAdvancedX(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImWchar codepoint, float advance_x); +IMGUI_API void ImFontAtlasBakedDiscardFontGlyph(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked, ImFontGlyph* glyph); +IMGUI_API void ImFontAtlasBakedSetFontGlyphBitmap(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImFontGlyph* glyph, ImTextureRect* r, const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch); + +IMGUI_API void ImFontAtlasPackInit(ImFontAtlas* atlas); +IMGUI_API ImFontAtlasRectId ImFontAtlasPackAddRect(ImFontAtlas* atlas, int w, int h, ImFontAtlasRectEntry* overwrite_entry = NULL); +IMGUI_API ImTextureRect* ImFontAtlasPackGetRect(ImFontAtlas* atlas, ImFontAtlasRectId id); +IMGUI_API ImTextureRect* ImFontAtlasPackGetRectSafe(ImFontAtlas* atlas, ImFontAtlasRectId id); +IMGUI_API void ImFontAtlasPackDiscardRect(ImFontAtlas* atlas, ImFontAtlasRectId id); + +IMGUI_API void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool renderer_has_textures); +IMGUI_API void ImFontAtlasAddDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data); +IMGUI_API void ImFontAtlasRemoveDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data); +IMGUI_API void ImFontAtlasUpdateDrawListsTextures(ImFontAtlas* atlas, ImTextureRef old_tex, ImTextureRef new_tex); +IMGUI_API void ImFontAtlasUpdateDrawListsSharedData(ImFontAtlas* atlas); + +IMGUI_API void ImFontAtlasTextureBlockConvert(const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch, unsigned char* dst_pixels, ImTextureFormat dst_fmt, int dst_pitch, int w, int h); +IMGUI_API void ImFontAtlasTextureBlockPostProcess(ImFontAtlasPostProcessData* data); +IMGUI_API void ImFontAtlasTextureBlockPostProcessMultiply(ImFontAtlasPostProcessData* data, float multiply_factor); +IMGUI_API void ImFontAtlasTextureBlockFill(ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h, ImU32 col); +IMGUI_API void ImFontAtlasTextureBlockCopy(ImTextureData* src_tex, int src_x, int src_y, ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h); +IMGUI_API void ImFontAtlasTextureBlockQueueUpload(ImFontAtlas* atlas, ImTextureData* tex, int x, int y, int w, int h); + +IMGUI_API int ImTextureDataGetFormatBytesPerPixel(ImTextureFormat format); +IMGUI_API const char* ImTextureDataGetStatusName(ImTextureStatus status); +IMGUI_API const char* ImTextureDataGetFormatName(ImTextureFormat format); + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +IMGUI_API void ImFontAtlasDebugLogTextureRequests(ImFontAtlas* atlas); +#endif + +IMGUI_API bool ImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas, ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); //----------------------------------------------------------------------------- // [SECTION] Test Engine specific hooks (imgui_test_engine) @@ -3717,9 +4285,9 @@ extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiI // In IMGUI_VERSION_NUM >= 18934: changed IMGUI_TEST_ENGINE_ITEM_ADD(bb,id) to IMGUI_TEST_ENGINE_ITEM_ADD(id,bb,item_data); #define IMGUI_TEST_ENGINE_ITEM_ADD(_ID,_BB,_ITEM_DATA) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _ID, _BB, _ITEM_DATA) // Register item bounding box #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) -#define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log +#define IMGUI_TEST_ENGINE_LOG(_FMT,...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log #else -#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0) +#define IMGUI_TEST_ENGINE_ITEM_ADD(_ID,_BB,_ITEM_DATA) ((void)0) #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g) #endif diff --git a/thirdparty/imgui_suite/imgui/include/imstb_rectpack.h b/thirdparty/imgui_suite/imgui/include/imstb_rectpack.h index f6917e7a6e..ad08921309 100644 --- a/thirdparty/imgui_suite/imgui/include/imstb_rectpack.h +++ b/thirdparty/imgui_suite/imgui/include/imstb_rectpack.h @@ -315,7 +315,7 @@ static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0 if (node->y > min_y) { // raise min_y higher. // we've accounted for all waste up to min_y, - // but we'll now add more waste for everything we've visted + // but we'll now add more waste for everything we've visited waste_area += visited_width * (node->y - min_y); min_y = node->y; // the first time through, visited_width might be reduced @@ -470,7 +470,7 @@ static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, i // insert the new node into the right starting point, and // let 'cur' point to the remaining nodes needing to be - // stiched back in + // stitched back in cur = *res.prev_link; if (cur->x < res.x) { diff --git a/thirdparty/imgui_suite/imgui/include/imstb_textedit.h b/thirdparty/imgui_suite/imgui/include/imstb_textedit.h index 062d13d694..583508f0b6 100644 --- a/thirdparty/imgui_suite/imgui/include/imstb_textedit.h +++ b/thirdparty/imgui_suite/imgui/include/imstb_textedit.h @@ -3,7 +3,11 @@ // Those changes would need to be pushed into nothings/stb: // - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) // - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783) -// Grep for [DEAR IMGUI] to find the changes. +// - Added name to struct or it may be forward declared in our code. +// - Added UTF-8 support (see https://github.com/nothings/stb/issues/188 + https://github.com/ocornut/imgui/pull/7925) +// - Changed STB_TEXTEDIT_INSERTCHARS() to return inserted count (instead of 0/1 bool), allowing partial insertion. +// Grep for [DEAR IMGUI] to find some changes. +// - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_* // stb_textedit.h - v1.14 - public domain - Sean Barrett // Development of this library was sponsored by RAD Game Tools @@ -30,17 +34,18 @@ // DEPENDENCIES // // Uses the C runtime function 'memmove', which you can override -// by defining STB_TEXTEDIT_memmove before the implementation. +// by defining IMSTB_TEXTEDIT_memmove before the implementation. // Uses no other functions. Performs no runtime allocations. // // // VERSION HISTORY // +// !!!! (2025-10-23) changed STB_TEXTEDIT_INSERTCHARS() to return inserted count (instead of 0/1 bool), allowing partial insertion. // 1.14 (2021-07-11) page up/down, various fixes // 1.13 (2019-02-07) fix bug in undo size management // 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash // 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield -// 1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual +// 1.10 (2016-10-25) suppress warnings about casting away const with -Wcast-qual // 1.9 (2016-08-27) customizable move-by-word // 1.8 (2016-04-02) better keyboard handling when mouse button is down // 1.7 (2015-09-13) change y range handling in case baseline is non-0 @@ -138,12 +143,14 @@ // with previous char) // STB_TEXTEDIT_KEYTOTEXT(k) maps a keyboard input to an insertable character // (return type is int, -1 means not valid to insert) +// (not supported if you want to use UTF-8, see below) // STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 0-based // STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize // as manually wordwrapping for end-of-line positioning // // STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i -// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*) +// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) try to insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*) +// returns number of characters actually inserted. [DEAR IMGUI] // // STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key // @@ -175,6 +182,13 @@ // STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text // STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text // +// To support UTF-8: +// +// STB_TEXTEDIT_GETPREVCHARINDEX returns index of previous character +// STB_TEXTEDIT_GETNEXTCHARINDEX returns index of next character +// Do NOT define STB_TEXTEDIT_KEYTOTEXT. +// Instead, call stb_textedit_text() directly for text contents. +// // Keyboard input must be encoded as a single integer value; e.g. a character code // and some bitflags that represent shift states. to simplify the interface, SHIFT must // be a bitflag, so we can test the shifted state of cursor movements to allow selection, @@ -208,6 +222,7 @@ // int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) // int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) // void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key) +// void stb_textedit_text(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int text_len) // // Each of these functions potentially updates the string and updates the // state. @@ -242,7 +257,14 @@ // various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit // set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is // clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to -// anything other type you wante before including. +// anything other type you want before including. +// if the STB_TEXTEDIT_KEYTOTEXT function is defined, selected keys are +// transformed into text and stb_textedit_text() is automatically called. +// +// text: (added 2025) +// call this to directly send text input the textfield, which is required +// for UTF-8 support, because stb_textedit_key() + STB_TEXTEDIT_KEYTOTEXT() +// cannot infer text length. // // // When rendering, you can read the cursor position and selection state from @@ -274,8 +296,8 @@ //// //// -#ifndef INCLUDE_STB_TEXTEDIT_H -#define INCLUDE_STB_TEXTEDIT_H +#ifndef INCLUDE_IMSTB_TEXTEDIT_H +#define INCLUDE_IMSTB_TEXTEDIT_H //////////////////////////////////////////////////////////////////////// // @@ -286,38 +308,38 @@ // and undo state. // -#ifndef STB_TEXTEDIT_UNDOSTATECOUNT -#define STB_TEXTEDIT_UNDOSTATECOUNT 99 +#ifndef IMSTB_TEXTEDIT_UNDOSTATECOUNT +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 #endif -#ifndef STB_TEXTEDIT_UNDOCHARCOUNT -#define STB_TEXTEDIT_UNDOCHARCOUNT 999 +#ifndef IMSTB_TEXTEDIT_UNDOCHARCOUNT +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 #endif -#ifndef STB_TEXTEDIT_CHARTYPE -#define STB_TEXTEDIT_CHARTYPE int +#ifndef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_CHARTYPE int #endif -#ifndef STB_TEXTEDIT_POSITIONTYPE -#define STB_TEXTEDIT_POSITIONTYPE int +#ifndef IMSTB_TEXTEDIT_POSITIONTYPE +#define IMSTB_TEXTEDIT_POSITIONTYPE int #endif typedef struct { // private data - STB_TEXTEDIT_POSITIONTYPE where; - STB_TEXTEDIT_POSITIONTYPE insert_length; - STB_TEXTEDIT_POSITIONTYPE delete_length; + IMSTB_TEXTEDIT_POSITIONTYPE where; + IMSTB_TEXTEDIT_POSITIONTYPE insert_length; + IMSTB_TEXTEDIT_POSITIONTYPE delete_length; int char_storage; } StbUndoRecord; typedef struct { // private data - StbUndoRecord undo_rec [STB_TEXTEDIT_UNDOSTATECOUNT]; - STB_TEXTEDIT_CHARTYPE undo_char[STB_TEXTEDIT_UNDOCHARCOUNT]; + StbUndoRecord undo_rec [IMSTB_TEXTEDIT_UNDOSTATECOUNT]; + IMSTB_TEXTEDIT_CHARTYPE undo_char[IMSTB_TEXTEDIT_UNDOCHARCOUNT]; short undo_point, redo_point; int undo_char_point, redo_char_point; } StbUndoState; -typedef struct +typedef struct STB_TexteditState { ///////////////////// // @@ -371,7 +393,7 @@ typedef struct float ymin,ymax; // height of row above and below baseline int num_chars; } StbTexteditRow; -#endif //INCLUDE_STB_TEXTEDIT_H +#endif //INCLUDE_IMSTB_TEXTEDIT_H //////////////////////////////////////////////////////////////////////////// @@ -384,13 +406,23 @@ typedef struct // implementation isn't include-guarded, since it might have indirectly // included just the "header" portion -#ifdef STB_TEXTEDIT_IMPLEMENTATION +#ifdef IMSTB_TEXTEDIT_IMPLEMENTATION -#ifndef STB_TEXTEDIT_memmove +#ifndef IMSTB_TEXTEDIT_memmove #include -#define STB_TEXTEDIT_memmove memmove +#define IMSTB_TEXTEDIT_memmove memmove #endif +// [DEAR IMGUI] +// Functions must be implemented for UTF8 support +// Code in this file that uses those functions is modified for [DEAR IMGUI] and deviates from the original stb_textedit. +// There is not necessarily a '[DEAR IMGUI]' at the usage sites. +#ifndef IMSTB_TEXTEDIT_GETPREVCHARINDEX +#define IMSTB_TEXTEDIT_GETPREVCHARINDEX(OBJ, IDX) ((IDX) - 1) +#endif +#ifndef IMSTB_TEXTEDIT_GETNEXTCHARINDEX +#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX(OBJ, IDX) ((IDX) + 1) +#endif ///////////////////////////////////////////////////////////////////////////// // @@ -398,7 +430,7 @@ typedef struct // // traverse the layout to locate the nearest character to a display position -static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y) +static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y, int* out_side_on_line) { StbTexteditRow r; int n = STB_TEXTEDIT_STRINGLEN(str); @@ -408,6 +440,7 @@ static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y) r.x0 = r.x1 = 0; r.ymin = r.ymax = 0; r.num_chars = 0; + *out_side_on_line = 0; // search rows to find one that straddles 'y' while (i < n) { @@ -427,7 +460,10 @@ static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y) // below all text, return 'after' last character if (i >= n) + { + *out_side_on_line = 1; return n; + } // check if it's before the beginning of the line if (x < r.x0) @@ -437,13 +473,14 @@ static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y) if (x < r.x1) { // search characters in row for one that straddles 'x' prev_x = r.x0; - for (k=0; k < r.num_chars; ++k) { + for (k=0; k < r.num_chars; k = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k) - i) { float w = STB_TEXTEDIT_GETWIDTH(str, i, k); if (x < prev_x+w) { + *out_side_on_line = (k == 0) ? 0 : 1; if (x < prev_x+w/2) return k+i; else - return k+i+1; + return IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k); } prev_x += w; } @@ -451,6 +488,7 @@ static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y) } // if the last character is a newline, return that. otherwise return 'after' the last character + *out_side_on_line = 1; if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE) return i+r.num_chars-1; else @@ -458,10 +496,11 @@ static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y) } // API click: on mouse down, move the cursor to the clicked location, and reset the selection -static void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +static void stb_textedit_click(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) { // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse // goes off the top or bottom of the text + int side_on_line; if( state->single_line ) { StbTexteditRow r; @@ -469,16 +508,18 @@ static void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *stat y = r.ymin; } - state->cursor = stb_text_locate_coord(str, x, y); + state->cursor = stb_text_locate_coord(str, x, y, &side_on_line); state->select_start = state->cursor; state->select_end = state->cursor; state->has_preferred_x = 0; + str->LastMoveDirectionLR = (ImS8)(side_on_line ? ImGuiDir_Right : ImGuiDir_Left); } // API drag: on mouse drag, move the cursor and selection endpoint to the clicked location -static void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) { int p = 0; + int side_on_line; // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse // goes off the top or bottom of the text @@ -492,8 +533,9 @@ static void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state if (state->select_start == state->select_end) state->select_start = state->cursor; - p = stb_text_locate_coord(str, x, y); + p = stb_text_locate_coord(str, x, y, &side_on_line); state->cursor = state->select_end = p; + str->LastMoveDirectionLR = (ImS8)(side_on_line ? ImGuiDir_Right : ImGuiDir_Left); } ///////////////////////////////////////////////////////////////////////////// @@ -502,11 +544,11 @@ static void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state // // forward declarations -static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state); -static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state); -static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length); +static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length); static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length); -static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length); +static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length); typedef struct { @@ -518,7 +560,7 @@ typedef struct // find the x/y location of a character, and remember info about the previous row in // case we get a move-up event (for page up, we'll have to rescan) -static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *str, int n, int single_line) +static void stb_textedit_find_charpos(StbFindState *find, IMSTB_TEXTEDIT_STRING *str, int n, int single_line) { StbTexteditRow r; int prev_start = 0; @@ -543,6 +585,8 @@ static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *s STB_TEXTEDIT_LAYOUTROW(&r, str, i); if (n < i + r.num_chars) break; + if (str->LastMoveDirectionLR == ImGuiDir_Right && str->Stb->cursor > 0 && str->Stb->cursor == i + r.num_chars && STB_TEXTEDIT_GETCHAR(str, i + r.num_chars - 1) != STB_TEXTEDIT_NEWLINE) // [DEAR IMGUI] Wrapping point handling + break; if (i + r.num_chars == z && z > 0 && STB_TEXTEDIT_GETCHAR(str, z - 1) != STB_TEXTEDIT_NEWLINE) // [DEAR IMGUI] special handling for last line break; // [DEAR IMGUI] prev_start = i; @@ -562,14 +606,14 @@ static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *s // now scan to find xpos find->x = r.x0; - for (i=0; first+i < n; ++i) + for (i=0; first+i < n; i = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, first + i) - first) find->x += STB_TEXTEDIT_GETWIDTH(str, first, i); } #define STB_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end) // make the selection/cursor state valid if client altered the string -static void stb_textedit_clamp(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +static void stb_textedit_clamp(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) { int n = STB_TEXTEDIT_STRINGLEN(str); if (STB_TEXT_HAS_SELECTION(state)) { @@ -583,7 +627,7 @@ static void stb_textedit_clamp(STB_TEXTEDIT_STRING *str, STB_TexteditState *stat } // delete characters while updating undo -static void stb_textedit_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len) +static void stb_textedit_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len) { stb_text_makeundo_delete(str, state, where, len); STB_TEXTEDIT_DELETECHARS(str, where, len); @@ -591,7 +635,7 @@ static void stb_textedit_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *sta } // delete the section -static void stb_textedit_delete_selection(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +static void stb_textedit_delete_selection(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) { stb_textedit_clamp(str, state); if (STB_TEXT_HAS_SELECTION(state)) { @@ -628,7 +672,7 @@ static void stb_textedit_move_to_first(STB_TexteditState *state) } // move cursor to last character of selection -static void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +static void stb_textedit_move_to_last(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) { if (STB_TEXT_HAS_SELECTION(state)) { stb_textedit_sortselection(state); @@ -639,18 +683,47 @@ static void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditStat } } +// [DEAR IMGUI] Extracted this function so we can more easily add support for word-wrapping. +#ifndef STB_TEXTEDIT_MOVELINESTART +static int stb_textedit_move_line_start(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int cursor) +{ + if (state->single_line) + return 0; + while (cursor > 0) { + int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, cursor); + if (STB_TEXTEDIT_GETCHAR(str, prev) == STB_TEXTEDIT_NEWLINE) + break; + cursor = prev; + } + return cursor; +} +#define STB_TEXTEDIT_MOVELINESTART stb_textedit_move_line_start +#endif +#ifndef STB_TEXTEDIT_MOVELINEEND +static int stb_textedit_move_line_end(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int cursor) +{ + int n = STB_TEXTEDIT_STRINGLEN(str); + if (state->single_line) + return n; + while (cursor < n && STB_TEXTEDIT_GETCHAR(str, cursor) != STB_TEXTEDIT_NEWLINE) + cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, cursor); + return cursor; +} +#define STB_TEXTEDIT_MOVELINEEND stb_textedit_move_line_end +#endif + #ifdef STB_TEXTEDIT_IS_SPACE -static int is_word_boundary( STB_TEXTEDIT_STRING *str, int idx ) +static int is_word_boundary( IMSTB_TEXTEDIT_STRING *str, int idx ) { return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1; } #ifndef STB_TEXTEDIT_MOVEWORDLEFT -static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *str, int c ) +static int stb_textedit_move_to_word_previous( IMSTB_TEXTEDIT_STRING *str, int c ) { - --c; // always move at least one character - while( c >= 0 && !is_word_boundary( str, c ) ) - --c; + c = IMSTB_TEXTEDIT_GETPREVCHARINDEX( str, c ); // always move at least one character + while (c >= 0 && !is_word_boundary(str, c)) + c = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, c); if( c < 0 ) c = 0; @@ -661,12 +734,12 @@ static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *str, int c ) #endif #ifndef STB_TEXTEDIT_MOVEWORDRIGHT -static int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *str, int c ) +static int stb_textedit_move_to_word_next( IMSTB_TEXTEDIT_STRING *str, int c ) { const int len = STB_TEXTEDIT_STRINGLEN(str); - ++c; // always move at least one character + c = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, c); // always move at least one character while( c < len && !is_word_boundary( str, c ) ) - ++c; + c = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, c); if( c > len ) c = len; @@ -688,7 +761,7 @@ static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state) } // API cut: delete selection -static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +static int stb_textedit_cut(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) { if (STB_TEXT_HAS_SELECTION(state)) { stb_textedit_delete_selection(str,state); // implicitly clamps @@ -699,13 +772,14 @@ static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) } // API paste: replace existing selection with passed-in text -static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) +static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE *text, int len) { // if there's a selection, the paste should delete it stb_textedit_clamp(str, state); stb_textedit_delete_selection(str,state); // try to insert the characters - if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) { + len = STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len); + if (len) { stb_text_makeundo_insert(state, state->cursor, len); state->cursor += len; state->has_preferred_x = 0; @@ -719,36 +793,47 @@ static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditSta #define STB_TEXTEDIT_KEYTYPE int #endif +// API key: process text input +// [DEAR IMGUI] Added stb_textedit_text(), extracted out and called by stb_textedit_key() for backward compatibility. +static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + // can't add newline in single-line mode + if (text[0] == '\n' && state->single_line) + return; + + if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { + stb_text_makeundo_replace(str, state, state->cursor, 1, 1); + STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); + text_len = STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len); + if (text_len) { + state->cursor += text_len; + state->has_preferred_x = 0; + } + } else { + stb_textedit_delete_selection(str, state); // implicitly clamps + text_len = STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len); + if (text_len) { + stb_text_makeundo_insert(state, state->cursor, text_len); + state->cursor += text_len; + state->has_preferred_x = 0; + } + } +} + // API key: process a keyboard input -static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) +static void stb_textedit_key(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) { retry: switch (key) { default: { +#ifdef STB_TEXTEDIT_KEYTOTEXT + // This is not suitable for UTF-8 support. int c = STB_TEXTEDIT_KEYTOTEXT(key); if (c > 0) { - STB_TEXTEDIT_CHARTYPE ch = (STB_TEXTEDIT_CHARTYPE) c; - - // can't add newline in single-line mode - if (c == '\n' && state->single_line) - break; - - if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { - stb_text_makeundo_replace(str, state, state->cursor, 1, 1); - STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); - if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { - ++state->cursor; - state->has_preferred_x = 0; - } - } else { - stb_textedit_delete_selection(str,state); // implicitly clamps - if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { - stb_text_makeundo_insert(state, state->cursor, 1); - ++state->cursor; - state->has_preferred_x = 0; - } - } + IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE)c; + stb_textedit_text(str, state, &ch, 1); } +#endif break; } @@ -774,7 +859,7 @@ retry: stb_textedit_move_to_first(state); else if (state->cursor > 0) - --state->cursor; + state->cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); state->has_preferred_x = 0; break; @@ -783,7 +868,7 @@ retry: if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_move_to_last(str, state); else - ++state->cursor; + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); stb_textedit_clamp(str, state); state->has_preferred_x = 0; break; @@ -793,7 +878,7 @@ retry: stb_textedit_prep_selection_at_cursor(state); // move selection left if (state->select_end > 0) - --state->select_end; + state->select_end = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->select_end); state->cursor = state->select_end; state->has_preferred_x = 0; break; @@ -843,7 +928,7 @@ retry: case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT: stb_textedit_prep_selection_at_cursor(state); // move selection right - ++state->select_end; + state->select_end = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->select_end); stb_textedit_clamp(str, state); state->cursor = state->select_end; state->has_preferred_x = 0; @@ -883,26 +968,30 @@ retry: // [DEAR IMGUI] // going down while being on the last line shouldn't bring us to that line end - if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE) - break; + //if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE) + // break; // now find character position down a row state->cursor = start; STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); x = row.x0; - for (i=0; i < row.num_chars; ++i) { + for (i=0; i < row.num_chars; ) { float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); - #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE - if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) + int next = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) break; #endif x += dx; if (x > goal_x) break; - ++state->cursor; + i += next - state->cursor; + state->cursor = next; } stb_textedit_clamp(str, state); + if (state->cursor == find.first_char + find.length) + str->LastMoveDirectionLR = ImGuiDir_Left; state->has_preferred_x = 1; state->preferred_x = goal_x; @@ -952,19 +1041,25 @@ retry: state->cursor = find.prev_first; STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); x = row.x0; - for (i=0; i < row.num_chars; ++i) { + for (i=0; i < row.num_chars; ) { float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); - #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE - if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) + int next = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); + #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) break; #endif x += dx; if (x > goal_x) break; - ++state->cursor; + i += next - state->cursor; + state->cursor = next; } stb_textedit_clamp(str, state); + if (state->cursor == find.first_char) + str->LastMoveDirectionLR = ImGuiDir_Right; + else if (state->cursor == find.prev_first) + str->LastMoveDirectionLR = ImGuiDir_Left; state->has_preferred_x = 1; state->preferred_x = goal_x; @@ -974,10 +1069,15 @@ retry: // go to previous line // (we need to scan previous line the hard way. maybe we could expose this as a new API function?) prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0; - while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE) - --prev_scan; + while (prev_scan > 0) + { + int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, prev_scan); + if (STB_TEXTEDIT_GETCHAR(str, prev) == STB_TEXTEDIT_NEWLINE) + break; + prev_scan = prev; + } find.first_char = find.prev_first; - find.prev_first = prev_scan; + find.prev_first = STB_TEXTEDIT_MOVELINESTART(str, state, prev_scan); } break; } @@ -989,7 +1089,7 @@ retry: else { int n = STB_TEXTEDIT_STRINGLEN(str); if (state->cursor < n) - stb_textedit_delete(str, state, state->cursor, 1); + stb_textedit_delete(str, state, state->cursor, IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor) - state->cursor); } state->has_preferred_x = 0; break; @@ -1001,8 +1101,9 @@ retry: else { stb_textedit_clamp(str, state); if (state->cursor > 0) { - stb_textedit_delete(str, state, state->cursor-1, 1); - --state->cursor; + int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); + stb_textedit_delete(str, state, prev, state->cursor - prev); + state->cursor = prev; } } state->has_preferred_x = 0; @@ -1050,10 +1151,7 @@ retry: case STB_TEXTEDIT_K_LINESTART: stb_textedit_clamp(str, state); stb_textedit_move_to_first(state); - if (state->single_line) - state->cursor = 0; - else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) - --state->cursor; + state->cursor = STB_TEXTEDIT_MOVELINESTART(str, state, state->cursor); state->has_preferred_x = 0; break; @@ -1061,13 +1159,9 @@ retry: case STB_TEXTEDIT_K_LINEEND2: #endif case STB_TEXTEDIT_K_LINEEND: { - int n = STB_TEXTEDIT_STRINGLEN(str); stb_textedit_clamp(str, state); - stb_textedit_move_to_first(state); - if (state->single_line) - state->cursor = n; - else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) - ++state->cursor; + stb_textedit_move_to_last(str, state); + state->cursor = STB_TEXTEDIT_MOVELINEEND(str, state, state->cursor); state->has_preferred_x = 0; break; } @@ -1078,10 +1172,7 @@ retry: case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: stb_textedit_clamp(str, state); stb_textedit_prep_selection_at_cursor(state); - if (state->single_line) - state->cursor = 0; - else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) - --state->cursor; + state->cursor = STB_TEXTEDIT_MOVELINESTART(str, state, state->cursor); state->select_end = state->cursor; state->has_preferred_x = 0; break; @@ -1090,13 +1181,9 @@ retry: case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT: #endif case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: { - int n = STB_TEXTEDIT_STRINGLEN(str); stb_textedit_clamp(str, state); stb_textedit_prep_selection_at_cursor(state); - if (state->single_line) - state->cursor = n; - else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) - ++state->cursor; + state->cursor = STB_TEXTEDIT_MOVELINEEND(str, state, state->cursor); state->select_end = state->cursor; state->has_preferred_x = 0; break; @@ -1112,8 +1199,8 @@ retry: static void stb_textedit_flush_redo(StbUndoState *state) { - state->redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; - state->redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; + state->redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT; + state->redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT; } // discard the oldest entry in the undo list @@ -1125,13 +1212,13 @@ static void stb_textedit_discard_undo(StbUndoState *state) int n = state->undo_rec[0].insert_length, i; // delete n characters from all other records state->undo_char_point -= n; - STB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE))); + IMSTB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(IMSTB_TEXTEDIT_CHARTYPE))); for (i=0; i < state->undo_point; ++i) if (state->undo_rec[i].char_storage >= 0) state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it } --state->undo_point; - STB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0]))); + IMSTB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0]))); } } @@ -1141,7 +1228,7 @@ static void stb_textedit_discard_undo(StbUndoState *state) // fill up even though the undo buffer didn't static void stb_textedit_discard_redo(StbUndoState *state) { - int k = STB_TEXTEDIT_UNDOSTATECOUNT-1; + int k = IMSTB_TEXTEDIT_UNDOSTATECOUNT-1; if (state->redo_point <= k) { // if the k'th undo state has characters, clean those up @@ -1149,7 +1236,7 @@ static void stb_textedit_discard_redo(StbUndoState *state) int n = state->undo_rec[k].insert_length, i; // move the remaining redo character data to the end of the buffer state->redo_char_point += n; - STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((STB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE))); + IMSTB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((IMSTB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(IMSTB_TEXTEDIT_CHARTYPE))); // adjust the position of all the other records to account for above memmove for (i=state->redo_point; i < k; ++i) if (state->undo_rec[i].char_storage >= 0) @@ -1157,12 +1244,12 @@ static void stb_textedit_discard_redo(StbUndoState *state) } // now move all the redo records towards the end of the buffer; the first one is at 'redo_point' // [DEAR IMGUI] - size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); + size_t move_size = (size_t)((IMSTB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin); IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end); - STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size); + IMSTB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size); // now move redo_point to point to the new one ++state->redo_point; @@ -1176,32 +1263,32 @@ static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numch // if we have no free records, we have to make room, by sliding the // existing records down - if (state->undo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + if (state->undo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) stb_textedit_discard_undo(state); // if the characters to store won't possibly fit in the buffer, we can't undo - if (numchars > STB_TEXTEDIT_UNDOCHARCOUNT) { + if (numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) { state->undo_point = 0; state->undo_char_point = 0; return NULL; } // if we don't have enough free characters in the buffer, we have to make room - while (state->undo_char_point + numchars > STB_TEXTEDIT_UNDOCHARCOUNT) + while (state->undo_char_point + numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) stb_textedit_discard_undo(state); return &state->undo_rec[state->undo_point++]; } -static STB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len) +static IMSTB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len) { StbUndoRecord *r = stb_text_create_undo_record(state, insert_len); if (r == NULL) return NULL; r->where = pos; - r->insert_length = (STB_TEXTEDIT_POSITIONTYPE) insert_len; - r->delete_length = (STB_TEXTEDIT_POSITIONTYPE) delete_len; + r->insert_length = (IMSTB_TEXTEDIT_POSITIONTYPE) insert_len; + r->delete_length = (IMSTB_TEXTEDIT_POSITIONTYPE) delete_len; if (insert_len == 0) { r->char_storage = -1; @@ -1213,7 +1300,7 @@ static STB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, } } -static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) { StbUndoState *s = &state->undostate; StbUndoRecord u, *r; @@ -1240,7 +1327,7 @@ static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) // characters stored for *undoing* don't leave room for redo // if the last is true, we have to bail - if (s->undo_char_point + u.delete_length >= STB_TEXTEDIT_UNDOCHARCOUNT) { + if (s->undo_char_point + u.delete_length >= IMSTB_TEXTEDIT_UNDOCHARCOUNT) { // the undo records take up too much character space; there's no space to store the redo characters r->insert_length = 0; } else { @@ -1249,7 +1336,7 @@ static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) // there's definitely room to store the characters eventually while (s->undo_char_point + u.delete_length > s->redo_char_point) { // should never happen: - if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) return; // there's currently not enough room, so discard a redo record stb_textedit_discard_redo(s); @@ -1271,7 +1358,7 @@ static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) // check type of recorded action: if (u.insert_length) { // easy case: was a deletion, so we need to insert n characters - STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); + u.insert_length = STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); s->undo_char_point -= u.insert_length; } @@ -1281,11 +1368,11 @@ static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) s->redo_point--; } -static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) { StbUndoState *s = &state->undostate; StbUndoRecord *u, r; - if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) return; // we need to do two things: apply the redo record, and create an undo record @@ -1322,7 +1409,7 @@ static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) if (r.insert_length) { // easy case: need to insert n characters - STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); + r.insert_length = STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); s->redo_char_point += r.insert_length; } @@ -1337,20 +1424,20 @@ static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int le stb_text_createundo(&state->undostate, where, 0, length); } -static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length) +static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length) { int i; - STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0); + IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0); if (p) { for (i=0; i < length; ++i) p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); } } -static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length) +static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length) { int i; - STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length); + IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length); if (p) { for (i=0; i < old_length; ++i) p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); @@ -1362,8 +1449,8 @@ static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_lin { state->undostate.undo_point = 0; state->undostate.undo_char_point = 0; - state->undostate.redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; - state->undostate.redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; + state->undostate.redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT; + state->undostate.redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT; state->select_end = state->select_start = 0; state->cursor = 0; state->has_preferred_x = 0; @@ -1386,16 +1473,16 @@ static void stb_textedit_initialize_state(STB_TexteditState *state, int is_singl #pragma GCC diagnostic ignored "-Wcast-qual" #endif -static int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE const *ctext, int len) +static int stb_textedit_paste(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE const *ctext, int len) { - return stb_textedit_paste_internal(str, state, (STB_TEXTEDIT_CHARTYPE *) ctext, len); + return stb_textedit_paste_internal(str, state, (IMSTB_TEXTEDIT_CHARTYPE *) ctext, len); } #if defined(__GNUC__) || defined(__clang__) #pragma GCC diagnostic pop #endif -#endif//STB_TEXTEDIT_IMPLEMENTATION +#endif//IMSTB_TEXTEDIT_IMPLEMENTATION /* ------------------------------------------------------------------------------ diff --git a/thirdparty/imgui_suite/imgui/include/imstb_truetype.h b/thirdparty/imgui_suite/imgui/include/imstb_truetype.h index 35c827e6b9..ec4d42c7dc 100644 --- a/thirdparty/imgui_suite/imgui/include/imstb_truetype.h +++ b/thirdparty/imgui_suite/imgui/include/imstb_truetype.h @@ -656,7 +656,7 @@ STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip); // If skip != 0, this tells stb_truetype to skip any codepoints for which // there is no corresponding glyph. If skip=0, which is the default, then -// codepoints without a glyph recived the font's "missing character" glyph, +// codepoints without a glyph received the font's "missing character" glyph, // typically an empty box by convention. STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above @@ -886,7 +886,7 @@ STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, fl // xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff); -// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel +// the same as stbtt_GetCodepointBitmap, but you can specify a subpixel // shift for the character STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint); @@ -4516,8 +4516,8 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex q2[0] = (float)x2; q2[1] = (float)y2; if (equal(q0,q1) || equal(q1,q2)) { - x0 = (int)verts[i-1].x; - y0 = (int)verts[i-1].y; + x0 = (int)verts[i-1].x; //-V1048 + y0 = (int)verts[i-1].y; //-V1048 x1 = (int)verts[i ].x; y1 = (int)verts[i ].y; if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { diff --git a/thirdparty/imgui_suite/imgui/include/misc/cpp/imgui_stdlib.h b/thirdparty/imgui_suite/imgui/include/misc/cpp/imgui_stdlib.h index 835a808f2f..cf4b528bda 100644 --- a/thirdparty/imgui_suite/imgui/include/misc/cpp/imgui_stdlib.h +++ b/thirdparty/imgui_suite/imgui/include/misc/cpp/imgui_stdlib.h @@ -1,14 +1,28 @@ // dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.) + // This is also an example of how you may wrap your own similar types. +// TL;DR; this is using the ImGuiInputTextFlags_CallbackResize facility, +// which also demonstrated in 'Dear ImGui Demo->Widgets->Text Input->Resize Callback'. // Changelog: // - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string +// Usage: +// { +// #include "misc/cpp/imgui_stdlib.h" +// #include "misc/cpp/imgui_stdlib.cpp" // <-- If you want to include implementation without messing with your project/build. +// [...] +// std::string my_string; +// ImGui::InputText("my string", &my_string); +// } + // See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki: // https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness #pragma once +#ifndef IMGUI_DISABLE + #include namespace ImGui @@ -19,3 +33,5 @@ namespace ImGui IMGUI_API bool InputTextMultiline(const char* label, std::string* str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr); IMGUI_API bool InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr); } + +#endif // #ifndef IMGUI_DISABLE diff --git a/thirdparty/imgui_suite/implot/cpp/implot.cpp b/thirdparty/imgui_suite/implot/cpp/implot.cpp index 91f3405062..19f711235b 100644 --- a/thirdparty/imgui_suite/implot/cpp/implot.cpp +++ b/thirdparty/imgui_suite/implot/cpp/implot.cpp @@ -1,6 +1,7 @@ // MIT License -// Copyright (c) 2023 Evan Pezent +// Copyright (c) 2020-2024 Evan Pezent +// Copyright (c) 2025-2026 Breno Cunha Queiroz // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal @@ -20,7 +21,7 @@ // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. -// ImPlot v0.16 +// ImPlot v1.0 /* @@ -31,6 +32,69 @@ Below is a change-log of API breaking changes only. If you are using one of the When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all implot files. You can read releases logs https://github.com/epezent/implot/releases for more details. +- 2026/02/12 (1.0) - ImPlotSpec replaces the SetNextXXX style functions. The guide below shows show to migrate from SetNextXXX to ImPlotSpec. + - `SetNextLineStyle` has been removed, styling should be set via ImPlotSpec. + ``` + // Before + ImPlot::SetNextLineStyle(line_color, line_weight); + ImPlot::PlotLine("Line", xs, ys, count); + + // After + ImPlotSpec spec; + spec.LineColor = line_color; + spec.LineWeight = line_weight; + ImPlot::PlotLine("Line", xs, ys, count, spec); + ``` + - `SetNextFillStyle` has been removed, styling should be set via ImPlotSpec. + ``` + // Before + ImPlot::SetNextFillStyle(fill_color, fill_alpha); + ImPlot::PlotLine("Shaded", xs, ys, count, ImPlotLineFlags_Shaded); + + // After + ImPlotSpec spec; + spec.FillColor = fill_color; + spec.FillAlpha = fill_alpha; + spec.Flags = ImPlotLineFlags_Shaded; + ImPlot::PlotTLine("Shaded", xs, ys, count, spec); + ``` + - SetNextMarkerStyle has been removed, styling should be set via ImPlotSpec. + ``` + // Before + ImPlot::SetNextMarkerStyle(marker, marker_size, fill_color, line_weight, marker_outline_color); + ImPlot::PlotScatter("Scatter", xs, ys, count); + + // After + ImPlotSpec spec; + spec.LineWeight = line_weight; + spec.Marker = marker; + spec.MarkerSize = marker_size; + spec.MarkerLineColor = marker_outline_color; + spec.MarkerFillColor = fill_color; + ImPlot::PlotScatter("Scatter", xs, ys, count, spec); + ``` + - SetNextErrorBarStyle has been removed, styling should be set via ImPlotSpec. + ``` + // Before + ImPlot::SetNextErrorBarStyle(color, size, weight); + ImPlot::PlotErrorBars("ErrorBar", xs, ys, err, count); + + // After + ImPlotSpec spec; + spec.LineColor = color; + spec.Size = size; + spec.LineWeight = weight; + ImPlot::PlotErrorBars("ErrorBar", xs, ys, err, count, spec); + ``` + - Flags, Offset and Stride should also be set via ImPlotSpec now. +- 2023/10/02 (1.0) - ImPlotSpec was made the default and _only_ way of styling plot items. Therefore the following features were removed: + - ImPlotCol_Line, ImPlotCol_Fill, ImPlotCol_MarkerOutline, ImPlotCol_MarkerFill, ImPlotCol_ErrorBar have been removed and thus are no longer supported by PushStyleColor. + You can use a common ImPlotSpec instance across multiple PlotX calls to emulate PushStyleColor behavior. + - ImPlotStyleVar_LineWeight, ImPlotStyleVar_Marker, ImPlotStyleVar_MarkerSize, ImPlotStyleVar_MarkerWeight, ImPlotStyleVar_FillAlpha, ImPlotStyleVar_ErrorBarSize, and ImPlotStyleVar_ErrorBarWeight + have been removed and thus are no longer supported by PushStyleVar. You can use a common ImPlotSpec instance across multiple PlotX calls to emulate PushStyleVar behavior. + - ImPlotStyle/ImPlotStyleVar_ DigitalBitGap was renamed to DigitalSpacing; DigitalBitHeight was removed (use ImPlotSpec::Size); DigitalPadding was added for padding from bottom. + - PlotX offset, stride, and flags parameters are now incorporated into ImPlotSpec; specify these variables in the ImPlotSpec passed to PlotX. +- 2023/08/20 (0.17) - ImPlotFlags_NoChild was removed as child windows are no longer needed to capture scroll. You can safely remove this flag if you were using it. - 2023/06/26 (0.15) - Various build fixes related to updates in Dear ImGui internals. - 2022/11/25 (0.15) - Make PlotText honor ImPlotItemFlags_NoFit. - 2022/06/19 (0.14) - The signature of ColormapScale has changed to accommodate a new ImPlotColormapScaleFlags parameter @@ -95,7 +159,7 @@ You can read releases logs https://github.com/epezent/implot/releases for more d - 2020/09/07 (0.8) - Plotting functions which accept a custom getter function pointer have been post-fixed with a G (e.g. PlotLineG) - 2020/09/06 (0.7) - Several flags under ImPlotFlags and ImPlotAxisFlags were inverted (e.g. ImPlotFlags_Legend -> ImPlotFlags_NoLegend) so that the default flagset is simply 0. This more closely matches ImGui's style and makes it easier to enable non-default but commonly used flags (e.g. ImPlotAxisFlags_Time). -- 2020/08/28 (0.5) - ImPlotMarker_ can no longer be combined with bitwise OR, |. This features caused unecessary slow-down, and almost no one used it. +- 2020/08/28 (0.5) - ImPlotMarker_ can no longer be combined with bitwise OR, |. This features caused unnecessary slow-down, and almost no one used it. - 2020/08/25 (0.5) - ImPlotAxisFlags_Scientific was removed. Logarithmic axes automatically uses scientific notation. - 2020/08/17 (0.5) - PlotText was changed so that text is centered horizontally and vertically about the desired point. - 2020/08/16 (0.5) - An ImPlotContext must be explicitly created and destroyed now with `CreateContext` and `DestroyContext`. Previously, the context was statically initialized in this source file. @@ -124,8 +188,11 @@ You can read releases logs https://github.com/epezent/implot/releases for more d */ +#ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS +#endif #include "implot.h" +#ifndef IMGUI_DISABLE #include "implot_internal.h" #include @@ -148,6 +215,8 @@ You can read releases logs https://github.com/epezent/implot/releases for more d // Clang/GCC warnings with -Weverything #if defined(__clang__) #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked #endif @@ -166,17 +235,8 @@ ImPlotInputMap::ImPlotInputMap() { } ImPlotStyle::ImPlotStyle() { - - LineWeight = 1; - Marker = ImPlotMarker_None; - MarkerSize = 4; - MarkerWeight = 1; - FillAlpha = 1; - ErrorBarSize = 5; - ErrorBarWeight = 1.5f; - DigitalBitHeight = 8; - DigitalBitGap = 4; - + PlotDefaultSize = ImVec2(400,300); + PlotMinSize = ImVec2(200,150); PlotBorderSize = 1; MinorAlpha = 0.25f; MajorTickLen = ImVec2(10,10); @@ -193,9 +253,9 @@ ImPlotStyle::ImPlotStyle() { MousePosPadding = ImVec2(10,10); AnnotationPadding = ImVec2(2,2); FitPadding = ImVec2(0,0); - PlotDefaultSize = ImVec2(400,300); - PlotMinSize = ImVec2(200,150); - + DigitalPadding = 20; + DigitalSpacing = 4; + ImPlot::StyleColorsAuto(this); Colormap = ImPlotColormap_Deep; @@ -213,11 +273,6 @@ namespace ImPlot { const char* GetStyleColorName(ImPlotCol col) { static const char* col_names[ImPlotCol_COUNT] = { - "Line", - "Fill", - "MarkerOutline", - "MarkerFill", - "ErrorBar", "FrameBg", "PlotBg", "PlotBorder", @@ -241,6 +296,7 @@ const char* GetStyleColorName(ImPlotCol col) { const char* GetMarkerName(ImPlotMarker marker) { switch (marker) { case ImPlotMarker_None: return "None"; + case ImPlotMarker_Auto: return "Auto"; case ImPlotMarker_Circle: return "Circle"; case ImPlotMarker_Square: return "Square"; case ImPlotMarker_Diamond: return "Diamond"; @@ -258,11 +314,6 @@ const char* GetMarkerName(ImPlotMarker marker) { ImVec4 GetAutoColor(ImPlotCol idx) { ImVec4 col(0,0,0,1); switch(idx) { - case ImPlotCol_Line: return col; // these are plot dependent! - case ImPlotCol_Fill: return col; // these are plot dependent! - case ImPlotCol_MarkerOutline: return col; // these are plot dependent! - case ImPlotCol_MarkerFill: return col; // these are plot dependent! - case ImPlotCol_ErrorBar: return ImGui::GetStyleColorVec4(ImGuiCol_Text); case ImPlotCol_FrameBg: return ImGui::GetStyleColorVec4(ImGuiCol_FrameBg); case ImPlotCol_PlotBg: return ImGui::GetStyleColorVec4(ImGuiCol_WindowBg); case ImPlotCol_PlotBorder: return ImGui::GetStyleColorVec4(ImGuiCol_Border); @@ -292,35 +343,26 @@ struct ImPlotStyleVarInfo { static const ImPlotStyleVarInfo GPlotStyleVarInfo[] = { - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImPlotStyle, LineWeight) }, // ImPlotStyleVar_LineWeight - { ImGuiDataType_S32, 1, (ImU32)IM_OFFSETOF(ImPlotStyle, Marker) }, // ImPlotStyleVar_Marker - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImPlotStyle, MarkerSize) }, // ImPlotStyleVar_MarkerSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImPlotStyle, MarkerWeight) }, // ImPlotStyleVar_MarkerWeight - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImPlotStyle, FillAlpha) }, // ImPlotStyleVar_FillAlpha - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImPlotStyle, ErrorBarSize) }, // ImPlotStyleVar_ErrorBarSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImPlotStyle, ErrorBarWeight) }, // ImPlotStyleVar_ErrorBarWeight - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImPlotStyle, DigitalBitHeight) }, // ImPlotStyleVar_DigitalBitHeight - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImPlotStyle, DigitalBitGap) }, // ImPlotStyleVar_DigitalBitGap - - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImPlotStyle, PlotBorderSize) }, // ImPlotStyleVar_PlotBorderSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImPlotStyle, MinorAlpha) }, // ImPlotStyleVar_MinorAlpha - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImPlotStyle, MajorTickLen) }, // ImPlotStyleVar_MajorTickLen - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImPlotStyle, MinorTickLen) }, // ImPlotStyleVar_MinorTickLen - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImPlotStyle, MajorTickSize) }, // ImPlotStyleVar_MajorTickSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImPlotStyle, MinorTickSize) }, // ImPlotStyleVar_MinorTickSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImPlotStyle, MajorGridSize) }, // ImPlotStyleVar_MajorGridSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImPlotStyle, MinorGridSize) }, // ImPlotStyleVar_MinorGridSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImPlotStyle, PlotPadding) }, // ImPlotStyleVar_PlotPadding - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImPlotStyle, LabelPadding) }, // ImPlotStyleVar_LabelPaddine - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImPlotStyle, LegendPadding) }, // ImPlotStyleVar_LegendPadding - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImPlotStyle, LegendInnerPadding) }, // ImPlotStyleVar_LegendInnerPadding - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImPlotStyle, LegendSpacing) }, // ImPlotStyleVar_LegendSpacing - - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImPlotStyle, MousePosPadding) }, // ImPlotStyleVar_MousePosPadding - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImPlotStyle, AnnotationPadding) }, // ImPlotStyleVar_AnnotationPadding - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImPlotStyle, FitPadding) }, // ImPlotStyleVar_FitPadding - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImPlotStyle, PlotDefaultSize) }, // ImPlotStyleVar_PlotDefaultSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImPlotStyle, PlotMinSize) } // ImPlotStyleVar_PlotMinSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, PlotDefaultSize) }, // ImPlotStyleVar_PlotDefaultSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, PlotMinSize) }, // ImPlotStyleVar_PlotMinSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImPlotStyle, PlotBorderSize) }, // ImPlotStyleVar_PlotBorderSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImPlotStyle, MinorAlpha) }, // ImPlotStyleVar_MinorAlpha + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, MajorTickLen) }, // ImPlotStyleVar_MajorTickLen + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, MinorTickLen) }, // ImPlotStyleVar_MinorTickLen + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, MajorTickSize) }, // ImPlotStyleVar_MajorTickSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, MinorTickSize) }, // ImPlotStyleVar_MinorTickSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, MajorGridSize) }, // ImPlotStyleVar_MajorGridSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, MinorGridSize) }, // ImPlotStyleVar_MinorGridSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, PlotPadding) }, // ImPlotStyleVar_PlotPadding + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, LabelPadding) }, // ImPlotStyleVar_LabelPadding + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, LegendPadding) }, // ImPlotStyleVar_LegendPadding + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, LegendInnerPadding) }, // ImPlotStyleVar_LegendInnerPadding + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, LegendSpacing) }, // ImPlotStyleVar_LegendSpacing + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, MousePosPadding) }, // ImPlotStyleVar_MousePosPadding + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, AnnotationPadding) }, // ImPlotStyleVar_AnnotationPadding + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImPlotStyle, FitPadding) }, // ImPlotStyleVar_FitPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImPlotStyle, DigitalPadding) }, // ImPlotStyleVar_DigitalPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImPlotStyle, DigitalSpacing) }, // ImPlotStyleVar_DigitalSpacing }; static const ImPlotStyleVarInfo* GetPlotStyleVarInfo(ImPlotStyleVar idx) { @@ -338,11 +380,16 @@ void AddTextVertical(ImDrawList *DrawList, ImVec2 pos, ImU32 col, const char *te if (!text_end) text_end = text_begin + strlen(text_begin); ImGuiContext& g = *GImGui; +#ifdef IMGUI_HAS_TEXTURES + ImFontBaked* font = g.Font->GetFontBaked(g.FontSize); + const float scale = g.FontSize / font->Size; +#else ImFont* font = g.Font; - // Align to be pixel perfect - pos.x = IM_FLOOR(pos.x); - pos.y = IM_FLOOR(pos.y); const float scale = g.FontSize / font->FontSize; +#endif + // Align to be pixel perfect + pos.x = ImFloor(pos.x); + pos.y = ImFloor(pos.y); const char* s = text_begin; int chars_exp = (int)(text_end - s); int chars_rnd = 0; @@ -456,22 +503,22 @@ void Initialize(ImPlotContext* ctx) { ResetCtxForNextAlignedPlots(ctx); ResetCtxForNextSubplot(ctx); - const ImU32 Deep[] = {4289753676, 4283598045, 4285048917, 4283584196, 4289950337, 4284512403, 4291005402, 4287401100, 4285839820, 4291671396 }; - const ImU32 Dark[] = {4280031972, 4290281015, 4283084621, 4288892568, 4278222847, 4281597951, 4280833702, 4290740727, 4288256409 }; - const ImU32 Pastel[] = {4289639675, 4293119411, 4291161036, 4293184478, 4289124862, 4291624959, 4290631909, 4293712637, 4294111986 }; - const ImU32 Paired[] = {4293119554, 4290017311, 4287291314, 4281114675, 4288256763, 4280031971, 4285513725, 4278222847, 4292260554, 4288298346, 4288282623, 4280834481}; - const ImU32 Viridis[] = {4283695428, 4285867080, 4287054913, 4287455029, 4287526954, 4287402273, 4286883874, 4285579076, 4283552122, 4280737725, 4280674301 }; - const ImU32 Plasma[] = {4287039501, 4288480321, 4289200234, 4288941455, 4287638193, 4286072780, 4284638433, 4283139314, 4281771772, 4280667900, 4280416752 }; - const ImU32 Hot[] = {4278190144, 4278190208, 4278190271, 4278190335, 4278206719, 4278223103, 4278239231, 4278255615, 4283826175, 4289396735, 4294967295 }; - const ImU32 Cool[] = {4294967040, 4294960666, 4294954035, 4294947661, 4294941030, 4294934656, 4294928025, 4294921651, 4294915020, 4294908646, 4294902015 }; - const ImU32 Pink[] = {4278190154, 4282532475, 4284308894, 4285690554, 4286879686, 4287870160, 4288794330, 4289651940, 4291685869, 4293392118, 4294967295 }; - const ImU32 Jet[] = {4289331200, 4294901760, 4294923520, 4294945280, 4294967040, 4289396565, 4283826090, 4278255615, 4278233855, 4278212095, 4278190335 }; + const ImU32 Deep[] = {IM_RGB(76,114,176),IM_RGB(221,132,82),IM_RGB(85,168,104),IM_RGB(196,78,82),IM_RGB(129,114,179),IM_RGB(147,120,96),IM_RGB(218,139,195),IM_RGB(140,140,140),IM_RGB(204,185,116),IM_RGB(100,181,205)}; + const ImU32 Dark[] = {IM_RGB(228,26,28),IM_RGB(55,126,184),IM_RGB(77,175,74),IM_RGB(152,78,163),IM_RGB(255,127,0),IM_RGB(255,255,51),IM_RGB(166,86,40),IM_RGB(247,129,191),IM_RGB(153,153,153)}; + const ImU32 Pastel[] = {IM_RGB(251,180,174),IM_RGB(179,205,227),IM_RGB(204,235,197),IM_RGB(222,203,228),IM_RGB(254,217,166),IM_RGB(255,255,204),IM_RGB(229,216,189),IM_RGB(253,218,236),IM_RGB(242,242,242)}; + const ImU32 Paired[] = {IM_RGB(66,206,227),IM_RGB(31,120,180),IM_RGB(178,223,138),IM_RGB(51,160,44),IM_RGB(251,154,153),IM_RGB(227,26,28),IM_RGB(253,191,111),IM_RGB(255,127,0),IM_RGB(202,178,214),IM_RGB(106,61,154),IM_RGB(255,255,153),IM_RGB(177,89,40)}; + const ImU32 Viridis[] = {IM_RGB(68,1,84),IM_RGB(72,36,117),IM_RGB(65,68,135),IM_RGB(53,95,141),IM_RGB(42,120,142),IM_RGB(33,145,140),IM_RGB(34,168,132),IM_RGB(68,191,112),IM_RGB(122,209,81),IM_RGB(189,223,38),IM_RGB(253,231,37)}; + const ImU32 Plasma[] = {IM_RGB(13,8,135),IM_RGB(65,4,157),IM_RGB(106,0,168),IM_RGB(143,13,164),IM_RGB(177,42,144),IM_RGB(204,71,120),IM_RGB(225,100,98),IM_RGB(242,132,75),IM_RGB(252,166,54),IM_RGB(252,206,37),IM_RGB(240,249,33)}; + const ImU32 Hot[] = {IM_RGB(64,0,0),IM_RGB(128,0,0),IM_RGB(191,0,0),IM_RGB(255,0,0),IM_RGB(255,64,0),IM_RGB(255,128,0),IM_RGB(255,191,0),IM_RGB(255,255,0),IM_RGB(255,255,85),IM_RGB(255,255,170),IM_RGB(255,255,255)}; + const ImU32 Cool[] = {IM_RGB(0,255,255),IM_RGB(26,230,255),IM_RGB(51,204,255),IM_RGB(77,179,255),IM_RGB(102,153,255),IM_RGB(128,128,255),IM_RGB(153,102,255),IM_RGB(179,77,255),IM_RGB(204,51,255),IM_RGB(230,26,255),IM_RGB(255,0,255)}; + const ImU32 Pink[] = {IM_RGB(74,0,0),IM_RGB(123,66,66),IM_RGB(158,93,93),IM_RGB(186,114,114),IM_RGB(198,151,132),IM_RGB(208,180,147),IM_RGB(218,206,161),IM_RGB(228,228,174),IM_RGB(237,237,205),IM_RGB(246,246,231),IM_RGB(255,255,255)}; + const ImU32 Jet[] = {IM_RGB(0,0,170),IM_RGB(0,0,255),IM_RGB(0,85,255),IM_RGB(0,170,255),IM_RGB(0,255,255),IM_RGB(85,255,170),IM_RGB(170,255,85),IM_RGB(255,255,0),IM_RGB(255,170,0),IM_RGB(255,85,0),IM_RGB(255,0,0)}; const ImU32 Twilight[] = {IM_RGB(226,217,226),IM_RGB(166,191,202),IM_RGB(109,144,192),IM_RGB(95,88,176),IM_RGB(83,30,124),IM_RGB(47,20,54),IM_RGB(100,25,75),IM_RGB(159,60,80),IM_RGB(192,117,94),IM_RGB(208,179,158),IM_RGB(226,217,226)}; const ImU32 RdBu[] = {IM_RGB(103,0,31),IM_RGB(178,24,43),IM_RGB(214,96,77),IM_RGB(244,165,130),IM_RGB(253,219,199),IM_RGB(247,247,247),IM_RGB(209,229,240),IM_RGB(146,197,222),IM_RGB(67,147,195),IM_RGB(33,102,172),IM_RGB(5,48,97)}; const ImU32 BrBG[] = {IM_RGB(84,48,5),IM_RGB(140,81,10),IM_RGB(191,129,45),IM_RGB(223,194,125),IM_RGB(246,232,195),IM_RGB(245,245,245),IM_RGB(199,234,229),IM_RGB(128,205,193),IM_RGB(53,151,143),IM_RGB(1,102,94),IM_RGB(0,60,48)}; const ImU32 PiYG[] = {IM_RGB(142,1,82),IM_RGB(197,27,125),IM_RGB(222,119,174),IM_RGB(241,182,218),IM_RGB(253,224,239),IM_RGB(247,247,247),IM_RGB(230,245,208),IM_RGB(184,225,134),IM_RGB(127,188,65),IM_RGB(77,146,33),IM_RGB(39,100,25)}; const ImU32 Spectral[] = {IM_RGB(158,1,66),IM_RGB(213,62,79),IM_RGB(244,109,67),IM_RGB(253,174,97),IM_RGB(254,224,139),IM_RGB(255,255,191),IM_RGB(230,245,152),IM_RGB(171,221,164),IM_RGB(102,194,165),IM_RGB(50,136,189),IM_RGB(94,79,162)}; - const ImU32 Greys[] = {IM_COL32_WHITE, IM_COL32_BLACK }; + const ImU32 Greys[] = {IM_COL32_WHITE, IM_COL32_BLACK}; IMPLOT_APPEND_CMAP(Deep, true); IMPLOT_APPEND_CMAP(Dark, true); @@ -492,10 +539,6 @@ void Initialize(ImPlotContext* ctx) { } void ResetCtxForNextPlot(ImPlotContext* ctx) { - // end child window if it was made - if (ctx->ChildWindowMade) - ImGui::EndChild(); - ctx->ChildWindowMade = false; // reset the next plot/item data ctx->NextPlotData.Reset(); ctx->NextItemData.Reset(); @@ -589,6 +632,28 @@ ImVec2 CalcLegendSize(ImPlotItemGroup& items, const ImVec2& pad, const ImVec2& s return legend_size; } +bool ClampLegendRect(ImRect& legend_rect, const ImRect& outer_rect, const ImVec2& pad) { + bool clamped = false; + ImRect outer_rect_pad(outer_rect.Min + pad, outer_rect.Max - pad); + if (legend_rect.Min.x < outer_rect_pad.Min.x) { + legend_rect.Min.x = outer_rect_pad.Min.x; + clamped = true; + } + if (legend_rect.Min.y < outer_rect_pad.Min.y) { + legend_rect.Min.y = outer_rect_pad.Min.y; + clamped = true; + } + if (legend_rect.Max.x > outer_rect_pad.Max.x) { + legend_rect.Max.x = outer_rect_pad.Max.x; + clamped = true; + } + if (legend_rect.Max.y > outer_rect_pad.Max.y) { + legend_rect.Max.y = outer_rect_pad.Max.y; + clamped = true; + } + return clamped; +} + int LegendSortingComp(const void* _a, const void* _b) { ImPlotItemGroup* items = GImPlot->SortItems; const int a = *(const int*)_a; @@ -624,7 +689,7 @@ bool ShowLegendEntries(ImPlotItemGroup& items, const ImRect& legend_bb, bool hov } // render for (int i = 0; i < num_items; ++i) { - const int idx = indices[i]; + const int idx = ImHasFlag(items.Legend.Flags, ImPlotLegendFlags_Reverse) ? indices[num_items - 1 - i] : indices[i]; ImPlotItem* item = items.GetLegendItem(idx); const char* label = items.GetLegendLabel(idx); const float label_width = ImGui::CalcTextSize(label, nullptr, true).x; @@ -689,8 +754,8 @@ bool ShowLegendEntries(ImPlotItemGroup& items, const ImRect& legend_bb, bool hov // Locators //----------------------------------------------------------------------------- -static const float TICK_FILL_X = 0.8f; -static const float TICK_FILL_Y = 1.0f; +constexpr float TICK_FILL_X = 0.8f; +constexpr float TICK_FILL_Y = 1.0f; void Locator_Default(ImPlotTicker& ticker, const ImPlotRange& range, float pixels, bool vertical, ImPlotFormatter formatter, void* formatter_data) { if (range.Min == range.Max) @@ -826,7 +891,7 @@ void AddTicksCustom(const double* values, const char* const labels[], int n, ImP //----------------------------------------------------------------------------- // this may not be thread safe? -static const double TimeUnitSpans[ImPlotTimeUnit_COUNT] = { +constexpr double TimeUnitSpans[ImPlotTimeUnit_COUNT] = { 0.000001, 0.001, 1, @@ -838,7 +903,7 @@ static const double TimeUnitSpans[ImPlotTimeUnit_COUNT] = { }; inline ImPlotTimeUnit GetUnitForRange(double range) { - static double cutoffs[ImPlotTimeUnit_COUNT] = {0.001, 1, 60, 3600, 86400, 2629800, 31557600, IMPLOT_MAX_TIME}; + constexpr double cutoffs[ImPlotTimeUnit_COUNT] = {0.001, 1, 60, 3600, 86400, 2629800, 31557600, IMPLOT_MAX_TIME}; for (int i = 0; i < ImPlotTimeUnit_COUNT; ++i) { if (range <= cutoffs[i]) return (ImPlotTimeUnit)i; @@ -858,28 +923,28 @@ inline int LowerBoundStep(int max_divs, const int* divs, const int* step, int si inline int GetTimeStep(int max_divs, ImPlotTimeUnit unit) { if (unit == ImPlotTimeUnit_Ms || unit == ImPlotTimeUnit_Us) { - static const int step[] = {500,250,200,100,50,25,20,10,5,2,1}; - static const int divs[] = {2,4,5,10,20,40,50,100,200,500,1000}; + constexpr int step[] = {500,250,200,100,50,25,20,10,5,2,1}; + constexpr int divs[] = {2,4,5,10,20,40,50,100,200,500,1000}; return LowerBoundStep(max_divs, divs, step, 11); } if (unit == ImPlotTimeUnit_S || unit == ImPlotTimeUnit_Min) { - static const int step[] = {30,15,10,5,1}; - static const int divs[] = {2,4,6,12,60}; + constexpr int step[] = {30,15,10,5,1}; + constexpr int divs[] = {2,4,6,12,60}; return LowerBoundStep(max_divs, divs, step, 5); } else if (unit == ImPlotTimeUnit_Hr) { - static const int step[] = {12,6,3,2,1}; - static const int divs[] = {2,4,8,12,24}; + constexpr int step[] = {12,6,3,2,1}; + constexpr int divs[] = {2,4,8,12,24}; return LowerBoundStep(max_divs, divs, step, 5); } else if (unit == ImPlotTimeUnit_Day) { - static const int step[] = {14,7,2,1}; - static const int divs[] = {2,4,14,28}; + constexpr int step[] = {14,7,2,1}; + constexpr int divs[] = {2,4,14,28}; return LowerBoundStep(max_divs, divs, step, 4); } else if (unit == ImPlotTimeUnit_Mo) { - static const int step[] = {6,3,2,1}; - static const int divs[] = {2,4,6,12}; + constexpr int step[] = {6,3,2,1}; + constexpr int divs[] = {2,4,6,12}; return LowerBoundStep(max_divs, divs, step, 4); } return 0; @@ -928,20 +993,6 @@ tm* GetLocTime(const ImPlotTime& t, tm* ptm) { #endif } -inline ImPlotTime MkTime(struct tm *ptm) { - if (GetStyle().UseLocalTime) - return MkLocTime(ptm); - else - return MkGmtTime(ptm); -} - -inline tm* GetTime(const ImPlotTime& t, tm* ptm) { - if (GetStyle().UseLocalTime) - return GetLocTime(t,ptm); - else - return GetGmtTime(t,ptm); -} - ImPlotTime MakeTime(int year, int month, int day, int hour, int min, int sec, int us) { tm& Tm = GImPlot->Tm; @@ -971,6 +1022,12 @@ int GetYear(const ImPlotTime& t) { return Tm.tm_year + 1900; } +int GetMonth(const ImPlotTime& t) { + tm& Tm = GImPlot->Tm; + ImPlot::GetTime(t, &Tm); + return Tm.tm_mon; +} + ImPlotTime AddTime(const ImPlotTime& t, ImPlotTimeUnit unit, int count) { tm& Tm = GImPlot->Tm; ImPlotTime t_out = t; @@ -1631,8 +1688,10 @@ void PadAndDatumAxesX(ImPlotPlot& plot, float& pad_T, float& pad_B, ImPlotAlignm if (opp) { if (count_T++ > 0) pad_T += K + P; - if (label) - pad_T += T + P; + if (label) { + ImVec2 label_size = ImGui::CalcTextSize(plot.GetAxisLabel(axis)); + pad_T += label_size.y + P; + } if (ticks) pad_T += ImMax(T, axis.Ticker.MaxSize.y) + P + (time ? T + P : 0); axis.Datum1 = plot.CanvasRect.Min.y + pad_T; @@ -1642,8 +1701,10 @@ void PadAndDatumAxesX(ImPlotPlot& plot, float& pad_T, float& pad_B, ImPlotAlignm else { if (count_B++ > 0) pad_B += K + P; - if (label) - pad_B += T + P; + if (label) { + ImVec2 label_size = ImGui::CalcTextSize(plot.GetAxisLabel(axis)); + pad_B += label_size.y + P; + } if (ticks) pad_B += ImMax(T, axis.Ticker.MaxSize.y) + P + (time ? T + P : 0); axis.Datum1 = plot.CanvasRect.Max.y - pad_B; @@ -1803,8 +1864,8 @@ static inline void RenderSelectionRect(ImDrawList& DrawList, const ImVec2& p_min // Input Handling //----------------------------------------------------------------------------- -static const float MOUSE_CURSOR_DRAG_THRESHOLD = 5.0f; -static const float BOX_SELECT_DRAG_THRESHOLD = 4.0f; +constexpr float MOUSE_CURSOR_DRAG_THRESHOLD = 5.0f; +constexpr float BOX_SELECT_DRAG_THRESHOLD = 4.0f; bool UpdateInput(ImPlotPlot& plot) { @@ -1960,28 +2021,35 @@ bool UpdateInput(ImPlotPlot& plot) { // SCROLL INPUT ----------------------------------------------------------- - if (any_hov && IO.MouseWheel != 0 && ImHasFlag(IO.KeyMods, gp.InputMap.ZoomMod)) { + if (any_hov && ImHasFlag(IO.KeyMods, gp.InputMap.ZoomMod)) { float zoom_rate = gp.InputMap.ZoomRate; - if (IO.MouseWheel > 0) + if (IO.MouseWheel == 0.0f) + zoom_rate = 0; + else if (IO.MouseWheel > 0) zoom_rate = (-zoom_rate) / (1.0f + (2.0f * zoom_rate)); ImVec2 rect_size = plot.PlotRect.GetSize(); float tx = ImRemap(IO.MousePos.x, plot.PlotRect.Min.x, plot.PlotRect.Max.x, 0.0f, 1.0f); float ty = ImRemap(IO.MousePos.y, plot.PlotRect.Min.y, plot.PlotRect.Max.y, 0.0f, 1.0f); + // Track which axis to use as reference for equal aspect + ImPlotAxis* equal_ref_axis = nullptr; + for (int i = 0; i < IMPLOT_NUM_X_AXES; i++) { ImPlotAxis& x_axis = plot.XAxis(i); const bool equal_zoom = axis_equal && x_axis.OrthoAxis != nullptr; const bool equal_locked = (equal_zoom != false) && x_axis.OrthoAxis->IsInputLocked(); if (x_hov[i] && !x_axis.IsInputLocked() && !equal_locked) { - float correction = (plot.Hovered && equal_zoom) ? 0.5f : 1.0f; - const double plot_l = x_axis.PixelsToPlot(plot.PlotRect.Min.x - rect_size.x * tx * zoom_rate * correction); - const double plot_r = x_axis.PixelsToPlot(plot.PlotRect.Max.x + rect_size.x * (1 - tx) * zoom_rate * correction); - x_axis.SetMin(x_axis.IsInverted() ? plot_r : plot_l); - x_axis.SetMax(x_axis.IsInverted() ? plot_l : plot_r); - if (axis_equal && x_axis.OrthoAxis != nullptr) - x_axis.OrthoAxis->SetAspect(x_axis.GetAspect()); - changed = true; + ImGui::SetKeyOwner(ImGuiKey_MouseWheelY, plot.ID); + if (zoom_rate != 0.0f) { + const double plot_l = x_axis.PixelsToPlot(plot.PlotRect.Min.x - rect_size.x * tx * zoom_rate); + const double plot_r = x_axis.PixelsToPlot(plot.PlotRect.Max.x + rect_size.x * (1 - tx) * zoom_rate); + x_axis.SetMin(x_axis.IsInverted() ? plot_r : plot_l); + x_axis.SetMax(x_axis.IsInverted() ? plot_l : plot_r); + if (equal_zoom) + equal_ref_axis = &x_axis; + changed = true; + } } } for (int i = 0; i < IMPLOT_NUM_Y_AXES; i++) { @@ -1989,16 +2057,23 @@ bool UpdateInput(ImPlotPlot& plot) { const bool equal_zoom = axis_equal && y_axis.OrthoAxis != nullptr; const bool equal_locked = equal_zoom && y_axis.OrthoAxis->IsInputLocked(); if (y_hov[i] && !y_axis.IsInputLocked() && !equal_locked) { - float correction = (plot.Hovered && equal_zoom) ? 0.5f : 1.0f; - const double plot_t = y_axis.PixelsToPlot(plot.PlotRect.Min.y - rect_size.y * ty * zoom_rate * correction); - const double plot_b = y_axis.PixelsToPlot(plot.PlotRect.Max.y + rect_size.y * (1 - ty) * zoom_rate * correction); - y_axis.SetMin(y_axis.IsInverted() ? plot_t : plot_b); - y_axis.SetMax(y_axis.IsInverted() ? plot_b : plot_t); - if (axis_equal && y_axis.OrthoAxis != nullptr) - y_axis.OrthoAxis->SetAspect(y_axis.GetAspect()); - changed = true; + ImGui::SetKeyOwner(ImGuiKey_MouseWheelY, plot.ID); + if (zoom_rate != 0.0f) { + const double plot_t = y_axis.PixelsToPlot(plot.PlotRect.Min.y - rect_size.y * ty * zoom_rate); + const double plot_b = y_axis.PixelsToPlot(plot.PlotRect.Max.y + rect_size.y * (1 - ty) * zoom_rate); + y_axis.SetMin(y_axis.IsInverted() ? plot_t : plot_b); + y_axis.SetMax(y_axis.IsInverted() ? plot_b : plot_t); + if (equal_zoom) + equal_ref_axis = &y_axis; + changed = true; + } } } + + // Apply equal aspect constraint after zooming both axes + if (equal_ref_axis != nullptr && equal_ref_axis->OrthoAxis != nullptr) { + equal_ref_axis->OrthoAxis->SetAspect(equal_ref_axis->GetAspect()); + } } // BOX-SELECTION ---------------------------------------------------------- @@ -2184,6 +2259,8 @@ void SetupAxisTicks(ImAxis idx, double v_min, double v_max, int n_ticks, const c ImPlotContext& gp = *GImPlot; IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked, "Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!"); + IM_ASSERT_USER_ERROR(labels == nullptr || n_ticks >= 2, + "When providing custom labels, n_ticks must be at least 2!"); n_ticks = n_ticks < 2 ? 2 : n_ticks; FillRange(gp.TempDouble1, n_ticks, v_min, v_max); SetupAxisTicks(idx, gp.TempDouble1.Data, n_ticks, labels, show_default); @@ -2278,19 +2355,19 @@ void SetupAxesLimits(double x_min, double x_max, double y_min, double y_max, ImP void SetupLegend(ImPlotLocation location, ImPlotLegendFlags flags) { ImPlotContext& gp = *GImPlot; - IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked, - "Setup needs to be called after BeginPlot and before any setup locking functions (e.g. PlotX)!"); - IM_ASSERT_USER_ERROR(gp.CurrentItems != nullptr, - "SetupLegend() needs to be called within an itemized context!"); - ImPlotLegend& legend = gp.CurrentItems->Legend; - // check and set location - if (location != legend.PreviousLocation) - legend.Location = location; - legend.PreviousLocation = location; - // check and set flags - if (flags != legend.PreviousFlags) - legend.Flags = flags; - legend.PreviousFlags = flags; + IM_ASSERT_USER_ERROR((gp.CurrentPlot != nullptr && !gp.CurrentPlot->SetupLocked) || (gp.CurrentSubplot != nullptr && gp.CurrentPlot == nullptr), + "Setup needs to be called after BeginPlot or BeginSubplots and before any setup locking functions (e.g. PlotX)!"); + if (gp.CurrentItems) { + ImPlotLegend& legend = gp.CurrentItems->Legend; + // check and set location + if (location != legend.PreviousLocation) + legend.Location = location; + legend.PreviousLocation = location; + // check and set flags + if (flags != legend.PreviousFlags) + legend.Flags = flags; + legend.PreviousFlags = flags; + } } void SetupMouseText(ImPlotLocation location, ImPlotMouseTextFlags flags) { @@ -2402,22 +2479,6 @@ bool BeginPlot(const char* title_id, const ImVec2& size, ImPlotFlags flags) { for (int i = 0; i < ImAxis_COUNT; ++i) ApplyNextPlotData(i); - // capture scroll with a child region - if (!ImHasFlag(plot.Flags, ImPlotFlags_NoChild)) { - ImVec2 child_size; - if (gp.CurrentSubplot != nullptr) - child_size = gp.CurrentSubplot->CellSize; - else - child_size = ImVec2(size.x == 0 ? gp.Style.PlotDefaultSize.x : size.x, size.y == 0 ? gp.Style.PlotDefaultSize.y : size.y); - ImGui::BeginChild(title_id, child_size, false, ImGuiWindowFlags_NoScrollbar); - Window = ImGui::GetCurrentWindow(); - Window->ScrollMax.y = 1.0f; - gp.ChildWindowMade = true; - } - else { - gp.ChildWindowMade = false; - } - // clear text buffers plot.ClearTextBuffer(); plot.SetTitle(title_id); @@ -2577,6 +2638,17 @@ void SetupFinish() { } } + // (4.5) recalc padding now that we have actual X-axis tick labels (handles multi-line labels) + // Save title padding before resetting + const float title_pad = (title_size.x > 0) ? (title_size.y + gp.Style.LabelPadding.y) : 0.0f; + pad_top = title_pad; + pad_bot = 0; + PadAndDatumAxesX(plot,pad_top,pad_bot,gp.CurrentAlignmentH); + // Update AxesRect to account for title padding (was done in step 0) + if (title_size.x > 0) { + plot.AxesRect.Min.y = plot.FrameRect.Min.y + gp.Style.PlotPadding.y + title_pad; + } + // (5) calc plot bb plot.PlotRect = ImRect(plot.CanvasRect.Min + ImVec2(pad_left, pad_top), plot.CanvasRect.Max - ImVec2(pad_right, pad_bot)); @@ -2767,7 +2839,7 @@ void EndPlot() { // FINAL RENDER ----------------------------------------------------------- - const bool render_border = gp.Style.PlotBorderSize > 0 && gp.Style.Colors[ImPlotCol_PlotBorder].w > 0; + const bool render_border = gp.Style.PlotBorderSize > 0 && GetStyleColorVec4(ImPlotCol_PlotBorder).w > 0; const bool any_x_held = plot.Held || AnyAxesHeld(&plot.Axes[ImAxis_X1], IMPLOT_NUM_X_AXES); const bool any_y_held = plot.Held || AnyAxesHeld(&plot.Axes[ImAxis_Y1], IMPLOT_NUM_Y_AXES); @@ -3032,24 +3104,61 @@ void EndPlot() { legend.Location, legend_out ? gp.Style.PlotPadding : gp.Style.LegendPadding); legend.Rect = ImRect(legend_pos, legend_pos + legend_size); - // test hover - legend.Hovered = ImGui::IsWindowHovered() && legend.Rect.Contains(IO.MousePos); + legend.RectClamped = legend.Rect; + const bool legend_scrollable = ClampLegendRect(legend.RectClamped, + legend_out ? plot.FrameRect : plot.PlotRect, + legend_out ? gp.Style.PlotPadding : gp.Style.LegendPadding + ); + const ImGuiButtonFlags legend_button_flags = ImGuiButtonFlags_AllowOverlap + | ImGuiButtonFlags_PressedOnClick + | ImGuiButtonFlags_PressedOnDoubleClick + | ImGuiButtonFlags_MouseButtonLeft + | ImGuiButtonFlags_MouseButtonRight + | ImGuiButtonFlags_MouseButtonMiddle + | ImGuiButtonFlags_FlattenChildren; + ImGui::KeepAliveID(plot.Items.ID); + ImGui::ButtonBehavior(legend.RectClamped, plot.Items.ID, &legend.Hovered, &legend.Held, legend_button_flags); + legend.Hovered = legend.Hovered || (ImGui::IsWindowHovered() && legend.RectClamped.Contains(IO.MousePos)); - if (legend_out) - ImGui::PushClipRect(plot.FrameRect.Min, plot.FrameRect.Max, true); - else - PushPlotClipRect(); - ImU32 col_bg = GetStyleColorU32(ImPlotCol_LegendBg); - ImU32 col_bd = GetStyleColorU32(ImPlotCol_LegendBorder); - DrawList.AddRectFilled(legend.Rect.Min, legend.Rect.Max, col_bg); - DrawList.AddRect(legend.Rect.Min, legend.Rect.Max, col_bd); + if (legend_scrollable) { + if (legend.Hovered) { + ImGui::SetKeyOwner(ImGuiKey_MouseWheelY, plot.Items.ID); + if (IO.MouseWheel != 0.0f) { + ImVec2 max_step = legend.Rect.GetSize() * 0.67f; +#if IMGUI_VERSION_NUM < 19172 + float font_size = ImGui::GetCurrentWindow()->CalcFontSize(); +#else + float font_size = ImGui::GetCurrentWindow()->FontRefSize; +#endif + float scroll_step = ImFloor(ImMin(2 * font_size, max_step.x)); + legend.Scroll.x += scroll_step * IO.MouseWheel; + legend.Scroll.y += scroll_step * IO.MouseWheel; + } + } + const ImVec2 min_scroll_offset = legend.RectClamped.GetSize() - legend.Rect.GetSize(); + legend.Scroll.x = ImClamp(legend.Scroll.x, min_scroll_offset.x, 0.0f); + legend.Scroll.y = ImClamp(legend.Scroll.y, min_scroll_offset.y, 0.0f); + const ImVec2 scroll_offset = legend_horz ? ImVec2(legend.Scroll.x, 0) : ImVec2(0, legend.Scroll.y); + ImVec2 legend_offset = legend.RectClamped.Min - legend.Rect.Min + scroll_offset; + legend.Rect.Min += legend_offset; + legend.Rect.Max += legend_offset; + } else { + legend.Scroll = ImVec2(0,0); + } + + const ImU32 col_bg = GetStyleColorU32(ImPlotCol_LegendBg); + const ImU32 col_bd = GetStyleColorU32(ImPlotCol_LegendBorder); + ImGui::PushClipRect(legend.RectClamped.Min, legend.RectClamped.Max, true); + DrawList.AddRectFilled(legend.RectClamped.Min, legend.RectClamped.Max, col_bg); bool legend_contextable = ShowLegendEntries(plot.Items, legend.Rect, legend.Hovered, gp.Style.LegendInnerPadding, gp.Style.LegendSpacing, !legend_horz, DrawList) && !ImHasFlag(legend.Flags, ImPlotLegendFlags_NoMenus); + DrawList.AddRect(legend.RectClamped.Min, legend.RectClamped.Max, col_bd); + ImGui::PopClipRect(); // main ctx menu if (gp.OpenContextThisFrame && legend_contextable && !ImHasFlag(plot.Flags, ImPlotFlags_NoMenus)) ImGui::OpenPopup("##LegendContext"); - ImGui::PopClipRect(); + if (ImGui::BeginPopup("##LegendContext")) { ImGui::Text("Legend"); ImGui::Separator(); if (ShowLegendContextMenu(legend, !ImHasFlag(plot.Flags, ImPlotFlags_NoLegend))) @@ -3222,9 +3331,9 @@ void EndPlot() { // BEGIN/END SUBPLOT //----------------------------------------------------------------------------- -static const float SUBPLOT_BORDER_SIZE = 1.0f; -static const float SUBPLOT_SPLITTER_HALF_THICKNESS = 4.0f; -static const float SUBPLOT_SPLITTER_FEEDBACK_TIMER = 0.06f; +constexpr float SUBPLOT_BORDER_SIZE = 1.0f; +constexpr float SUBPLOT_SPLITTER_HALF_THICKNESS = 4.0f; +constexpr float SUBPLOT_SPLITTER_FEEDBACK_TIMER = 0.06f; void SubplotSetCell(int row, int col) { ImPlotContext& gp = *GImPlot; @@ -3497,6 +3606,7 @@ void EndSubplots() { ImPlotContext& gp = *GImPlot; IM_ASSERT_USER_ERROR(gp.CurrentSubplot != nullptr, "Mismatched BeginSubplots()/EndSubplots()!"); ImPlotSubplot& subplot = *gp.CurrentSubplot; + const ImGuiIO& IO = ImGui::GetIO(); // set alignments for (int r = 0; r < subplot.Rows; ++r) subplot.RowAlignmentData[r].End(); @@ -3515,24 +3625,64 @@ void EndSubplots() { const bool share_items = ImHasFlag(subplot.Flags, ImPlotSubplotFlags_ShareItems); ImDrawList& DrawList = *ImGui::GetWindowDrawList(); if (share_items && !ImHasFlag(subplot.Flags, ImPlotSubplotFlags_NoLegend) && subplot.Items.GetLegendCount() > 0) { - const bool legend_horz = ImHasFlag(subplot.Items.Legend.Flags, ImPlotLegendFlags_Horizontal); + ImPlotLegend& legend = subplot.Items.Legend; + const bool legend_horz = ImHasFlag(legend.Flags, ImPlotLegendFlags_Horizontal); const ImVec2 legend_size = CalcLegendSize(subplot.Items, gp.Style.LegendInnerPadding, gp.Style.LegendSpacing, !legend_horz); - const ImVec2 legend_pos = GetLocationPos(subplot.FrameRect, legend_size, subplot.Items.Legend.Location, gp.Style.PlotPadding); - subplot.Items.Legend.Rect = ImRect(legend_pos, legend_pos + legend_size); - subplot.Items.Legend.Hovered = subplot.FrameHovered && subplot.Items.Legend.Rect.Contains(ImGui::GetIO().MousePos); - ImGui::PushClipRect(subplot.FrameRect.Min, subplot.FrameRect.Max, true); - ImU32 col_bg = GetStyleColorU32(ImPlotCol_LegendBg); - ImU32 col_bd = GetStyleColorU32(ImPlotCol_LegendBorder); - DrawList.AddRectFilled(subplot.Items.Legend.Rect.Min, subplot.Items.Legend.Rect.Max, col_bg); - DrawList.AddRect(subplot.Items.Legend.Rect.Min, subplot.Items.Legend.Rect.Max, col_bd); - bool legend_contextable = ShowLegendEntries(subplot.Items, subplot.Items.Legend.Rect, subplot.Items.Legend.Hovered, gp.Style.LegendInnerPadding, gp.Style.LegendSpacing, !legend_horz, DrawList) - && !ImHasFlag(subplot.Items.Legend.Flags, ImPlotLegendFlags_NoMenus); + const ImVec2 legend_pos = GetLocationPos(subplot.FrameRect, legend_size, legend.Location, gp.Style.PlotPadding); + legend.Rect = ImRect(legend_pos, legend_pos + legend_size); + legend.RectClamped = legend.Rect; + const bool legend_scrollable = ClampLegendRect(legend.RectClamped,subplot.FrameRect, gp.Style.PlotPadding); + const ImGuiButtonFlags legend_button_flags = ImGuiButtonFlags_AllowOverlap + | ImGuiButtonFlags_PressedOnClick + | ImGuiButtonFlags_PressedOnDoubleClick + | ImGuiButtonFlags_MouseButtonLeft + | ImGuiButtonFlags_MouseButtonRight + | ImGuiButtonFlags_MouseButtonMiddle + | ImGuiButtonFlags_FlattenChildren; + ImGui::KeepAliveID(subplot.Items.ID); + ImGui::ButtonBehavior(legend.RectClamped, subplot.Items.ID, &legend.Hovered, &legend.Held, legend_button_flags); + legend.Hovered = legend.Hovered || (subplot.FrameHovered && legend.RectClamped.Contains(ImGui::GetIO().MousePos)); + + if (legend_scrollable) { + if (legend.Hovered) { + ImGui::SetKeyOwner(ImGuiKey_MouseWheelY, subplot.Items.ID); + if (IO.MouseWheel != 0.0f) { + ImVec2 max_step = legend.Rect.GetSize() * 0.67f; +#if IMGUI_VERSION_NUM < 19172 + float font_size = ImGui::GetCurrentWindow()->CalcFontSize(); +#else + float font_size = ImGui::GetCurrentWindow()->FontRefSize; +#endif + float scroll_step = ImFloor(ImMin(2 * font_size, max_step.x)); + legend.Scroll.x += scroll_step * IO.MouseWheel; + legend.Scroll.y += scroll_step * IO.MouseWheel; + } + } + const ImVec2 min_scroll_offset = legend.RectClamped.GetSize() - legend.Rect.GetSize(); + legend.Scroll.x = ImClamp(legend.Scroll.x, min_scroll_offset.x, 0.0f); + legend.Scroll.y = ImClamp(legend.Scroll.y, min_scroll_offset.y, 0.0f); + const ImVec2 scroll_offset = legend_horz ? ImVec2(legend.Scroll.x, 0) : ImVec2(0, legend.Scroll.y); + ImVec2 legend_offset = legend.RectClamped.Min - legend.Rect.Min + scroll_offset; + legend.Rect.Min += legend_offset; + legend.Rect.Max += legend_offset; + } else { + legend.Scroll = ImVec2(0,0); + } + + const ImU32 col_bg = GetStyleColorU32(ImPlotCol_LegendBg); + const ImU32 col_bd = GetStyleColorU32(ImPlotCol_LegendBorder); + ImGui::PushClipRect(legend.RectClamped.Min, legend.RectClamped.Max, true); + DrawList.AddRectFilled(legend.RectClamped.Min, legend.RectClamped.Max, col_bg); + bool legend_contextable = ShowLegendEntries(subplot.Items, legend.Rect, legend.Hovered, gp.Style.LegendInnerPadding, gp.Style.LegendSpacing, !legend_horz, DrawList) + && !ImHasFlag(legend.Flags, ImPlotLegendFlags_NoMenus); + DrawList.AddRect(legend.RectClamped.Min, legend.RectClamped.Max, col_bd); + ImGui::PopClipRect(); + if (legend_contextable && !ImHasFlag(subplot.Flags, ImPlotSubplotFlags_NoMenus) && ImGui::GetIO().MouseReleased[gp.InputMap.Menu]) ImGui::OpenPopup("##LegendContext"); - ImGui::PopClipRect(); if (ImGui::BeginPopup("##LegendContext")) { ImGui::Text("Legend"); ImGui::Separator(); - if (ShowLegendContextMenu(subplot.Items.Legend, !ImHasFlag(subplot.Flags, ImPlotFlags_NoLegend))) + if (ShowLegendContextMenu(legend, !ImHasFlag(subplot.Flags, ImPlotFlags_NoLegend))) ImFlipFlag(subplot.Flags, ImPlotFlags_NoLegend); ImGui::EndPopup(); } @@ -3543,7 +3693,7 @@ void EndSubplots() { // remove items if (gp.CurrentItems == &subplot.Items) gp.CurrentItems = nullptr; - // reset the plot items for the next frame (TODO: put this elswhere) + // reset the plot items for the next frame (TODO: put this elsewhere) for (int i = 0; i < subplot.Items.GetItemCount(); ++i) { subplot.Items.GetItemByIndex(i)->SeenThisFrame = false; } @@ -3811,9 +3961,9 @@ IMPLOT_API void TagYV(double y, const ImVec4& color, const char* fmt, va_list ar TagV(gp.CurrentPlot->CurrentY, y, color, fmt, args); } -static const float DRAG_GRAB_HALF_SIZE = 4.0f; +constexpr float DRAG_GRAB_HALF_SIZE = 4.0f; -bool DragPoint(int n_id, double* x, double* y, const ImVec4& col, float radius, ImPlotDragToolFlags flags) { +bool DragPoint(int n_id, double* x, double* y, const ImVec4& col, float radius, ImPlotDragToolFlags flags, bool* out_clicked, bool* out_hovered, bool* out_held) { ImGui::PushID("#IMPLOT_DRAG_POINT"); IM_ASSERT_USER_ERROR(GImPlot->CurrentPlot != nullptr, "DragPoint() needs to be called between BeginPlot() and EndPlot()!"); SetupLock(); @@ -3835,30 +3985,34 @@ bool DragPoint(int n_id, double* x, double* y, const ImVec4& col, float radius, bool hovered = false, held = false; ImGui::KeepAliveID(id); - if (input) - ImGui::ButtonBehavior(rect,id,&hovered,&held); + if (input) { + bool clicked = ImGui::ButtonBehavior(rect,id,&hovered,&held); + if (out_clicked) *out_clicked = clicked; + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + } - bool dragging = false; + bool modified = false; if (held && ImGui::IsMouseDragging(0)) { *x = ImPlot::GetPlotMousePos(IMPLOT_AUTO,IMPLOT_AUTO).x; *y = ImPlot::GetPlotMousePos(IMPLOT_AUTO,IMPLOT_AUTO).y; - dragging = true; + modified = true; } PushPlotClipRect(); ImDrawList& DrawList = *GetPlotDrawList(); if ((hovered || held) && show_curs) ImGui::SetMouseCursor(ImGuiMouseCursor_Hand); - if (dragging && no_delay) + if (modified && no_delay) pos = PlotToPixels(*x,*y,IMPLOT_AUTO,IMPLOT_AUTO); DrawList.AddCircleFilled(pos, radius, col32); PopPlotClipRect(); ImGui::PopID(); - return dragging; + return modified; } -bool DragLineX(int n_id, double* value, const ImVec4& col, float thickness, ImPlotDragToolFlags flags) { +bool DragLineX(int n_id, double* value, const ImVec4& col, float thickness, ImPlotDragToolFlags flags, bool* out_clicked, bool* out_hovered, bool* out_held) { // ImGui::PushID("#IMPLOT_DRAG_LINE_X"); ImPlotContext& gp = *GImPlot; IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "DragLineX() needs to be called between BeginPlot() and EndPlot()!"); @@ -3880,8 +4034,12 @@ bool DragLineX(int n_id, double* value, const ImVec4& col, float thickness, ImPl bool hovered = false, held = false; ImGui::KeepAliveID(id); - if (input) - ImGui::ButtonBehavior(rect,id,&hovered,&held); + if (input) { + bool clicked = ImGui::ButtonBehavior(rect,id,&hovered,&held); + if (out_clicked) *out_clicked = clicked; + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + } if ((hovered || held) && show_curs) ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeEW); @@ -3890,15 +4048,15 @@ bool DragLineX(int n_id, double* value, const ImVec4& col, float thickness, ImPl ImVec4 color = IsColorAuto(col) ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : col; ImU32 col32 = ImGui::ColorConvertFloat4ToU32(color); - bool dragging = false; + bool modified = false; if (held && ImGui::IsMouseDragging(0)) { *value = ImPlot::GetPlotMousePos(IMPLOT_AUTO,IMPLOT_AUTO).x; - dragging = true; + modified = true; } PushPlotClipRect(); ImDrawList& DrawList = *GetPlotDrawList(); - if (dragging && no_delay) + if (modified && no_delay) x = IM_ROUND(PlotToPixels(*value,0,IMPLOT_AUTO,IMPLOT_AUTO).x); DrawList.AddLine(ImVec2(x,yt), ImVec2(x,yb), col32, thickness); DrawList.AddLine(ImVec2(x,yt), ImVec2(x,yt+len), col32, 3*thickness); @@ -3906,10 +4064,10 @@ bool DragLineX(int n_id, double* value, const ImVec4& col, float thickness, ImPl PopPlotClipRect(); // ImGui::PopID(); - return dragging; + return modified; } -bool DragLineY(int n_id, double* value, const ImVec4& col, float thickness, ImPlotDragToolFlags flags) { +bool DragLineY(int n_id, double* value, const ImVec4& col, float thickness, ImPlotDragToolFlags flags, bool* out_clicked, bool* out_hovered, bool* out_held) { ImGui::PushID("#IMPLOT_DRAG_LINE_Y"); ImPlotContext& gp = *GImPlot; IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "DragLineY() needs to be called between BeginPlot() and EndPlot()!"); @@ -3932,8 +4090,12 @@ bool DragLineY(int n_id, double* value, const ImVec4& col, float thickness, ImPl bool hovered = false, held = false; ImGui::KeepAliveID(id); - if (input) - ImGui::ButtonBehavior(rect,id,&hovered,&held); + if (input) { + bool clicked = ImGui::ButtonBehavior(rect,id,&hovered,&held); + if (out_clicked) *out_clicked = clicked; + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + } if ((hovered || held) && show_curs) ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeNS); @@ -3942,15 +4104,15 @@ bool DragLineY(int n_id, double* value, const ImVec4& col, float thickness, ImPl ImVec4 color = IsColorAuto(col) ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : col; ImU32 col32 = ImGui::ColorConvertFloat4ToU32(color); - bool dragging = false; + bool modified = false; if (held && ImGui::IsMouseDragging(0)) { *value = ImPlot::GetPlotMousePos(IMPLOT_AUTO,IMPLOT_AUTO).y; - dragging = true; + modified = true; } PushPlotClipRect(); ImDrawList& DrawList = *GetPlotDrawList(); - if (dragging && no_delay) + if (modified && no_delay) y = IM_ROUND(PlotToPixels(0, *value,IMPLOT_AUTO,IMPLOT_AUTO).y); DrawList.AddLine(ImVec2(xl,y), ImVec2(xr,y), col32, thickness); DrawList.AddLine(ImVec2(xl,y), ImVec2(xl+len,y), col32, 3*thickness); @@ -3958,10 +4120,10 @@ bool DragLineY(int n_id, double* value, const ImVec4& col, float thickness, ImPl PopPlotClipRect(); ImGui::PopID(); - return dragging; + return modified; } -bool DragRect(int n_id, double* x_min, double* y_min, double* x_max, double* y_max, const ImVec4& col, ImPlotDragToolFlags flags) { +bool DragRect(int n_id, double* x_min, double* y_min, double* x_max, double* y_max, const ImVec4& col, ImPlotDragToolFlags flags, bool* out_clicked, bool* out_hovered, bool* out_held) { ImGui::PushID("#IMPLOT_DRAG_RECT"); IM_ASSERT_USER_ERROR(GImPlot->CurrentPlot != nullptr, "DragRect() needs to be called between BeginPlot() and EndPlot()!"); SetupLock(); @@ -3998,39 +4160,51 @@ bool DragRect(int n_id, double* x_min, double* y_min, double* x_max, double* y_m ImU32 col32_a = ImGui::ColorConvertFloat4ToU32(color); const ImGuiID id = ImGui::GetCurrentWindow()->GetID(n_id); - bool dragging = false; - bool hovered = false, held = false; - ImRect b_rect(pc.x-DRAG_GRAB_HALF_SIZE,pc.y-DRAG_GRAB_HALF_SIZE,pc.x+DRAG_GRAB_HALF_SIZE,pc.y+DRAG_GRAB_HALF_SIZE); + bool modified = false; + bool clicked = false, hovered = false, held = false; - ImGui::KeepAliveID(id); - if (input) - ImGui::ButtonBehavior(b_rect,id,&hovered,&held); - - if ((hovered || held) && show_curs) - ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeAll); - if (held && ImGui::IsMouseDragging(0)) { - for (int i = 0; i < 4; ++i) { - ImPlotPoint pp = PixelsToPlot(p[i] + ImGui::GetIO().MouseDelta,IMPLOT_AUTO,IMPLOT_AUTO); - *y[i] = pp.y; - *x[i] = pp.x; + const bool is_movable = *x_min != *x_max || *y_min != *y_max; + if (is_movable) { + ImGui::KeepAliveID(id); + if (input) { + // middle point + ImRect b_rect(pc.x-DRAG_GRAB_HALF_SIZE,pc.y-DRAG_GRAB_HALF_SIZE,pc.x+DRAG_GRAB_HALF_SIZE,pc.y+DRAG_GRAB_HALF_SIZE); + clicked = ImGui::ButtonBehavior(b_rect,id,&hovered,&held); + if (out_clicked) *out_clicked = clicked; + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + } + + if ((hovered || held) && show_curs) + ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeAll); + if (held && ImGui::IsMouseDragging(0)) { + for (int i = 0; i < 4; ++i) { + ImPlotPoint pp = PixelsToPlot(p[i] + ImGui::GetIO().MouseDelta,IMPLOT_AUTO,IMPLOT_AUTO); + *y[i] = pp.y; + *x[i] = pp.x; + } + modified = true; } - dragging = true; } for (int i = 0; i < 4; ++i) { // points - b_rect = ImRect(p[i].x-DRAG_GRAB_HALF_SIZE,p[i].y-DRAG_GRAB_HALF_SIZE,p[i].x+DRAG_GRAB_HALF_SIZE,p[i].y+DRAG_GRAB_HALF_SIZE); + ImRect b_rect(p[i].x - DRAG_GRAB_HALF_SIZE, p[i].y - DRAG_GRAB_HALF_SIZE, p[i].x + DRAG_GRAB_HALF_SIZE, p[i].y + DRAG_GRAB_HALF_SIZE); ImGuiID p_id = id + i + 1; ImGui::KeepAliveID(p_id); - if (input) - ImGui::ButtonBehavior(b_rect,p_id,&hovered,&held); + if (input) { + clicked = ImGui::ButtonBehavior(b_rect,p_id,&hovered,&held); + if (out_clicked) *out_clicked = *out_clicked || clicked; + if (out_hovered) *out_hovered = *out_hovered || hovered; + if (out_held) *out_held = *out_held || held; + } if ((hovered || held) && show_curs) ImGui::SetMouseCursor(cur[i]); if (held && ImGui::IsMouseDragging(0)) { *x[i] = ImPlot::GetPlotMousePos(IMPLOT_AUTO,IMPLOT_AUTO).x; *y[i] = ImPlot::GetPlotMousePos(IMPLOT_AUTO,IMPLOT_AUTO).y; - dragging = true; + modified = true; } // edges @@ -4040,8 +4214,12 @@ bool DragRect(int n_id, double* x_min, double* y_min, double* x_max, double* y_m : ImRect(e_min.x - DRAG_GRAB_HALF_SIZE, e_min.y + DRAG_GRAB_HALF_SIZE, e_max.x + DRAG_GRAB_HALF_SIZE, e_max.y - DRAG_GRAB_HALF_SIZE); ImGuiID e_id = id + i + 5; ImGui::KeepAliveID(e_id); - if (input) - ImGui::ButtonBehavior(b_rect,e_id,&hovered,&held); + if (input) { + clicked = ImGui::ButtonBehavior(b_rect,e_id,&hovered,&held); + if (out_clicked) *out_clicked = *out_clicked || clicked; + if (out_hovered) *out_hovered = *out_hovered || hovered; + if (out_held) *out_held = *out_held || held; + } if ((hovered || held) && show_curs) h[i] ? ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeNS) : ImGui::SetMouseCursor(ImGuiMouseCursor_ResizeEW); if (held && ImGui::IsMouseDragging(0)) { @@ -4049,7 +4227,7 @@ bool DragRect(int n_id, double* x_min, double* y_min, double* x_max, double* y_m *y[i] = ImPlot::GetPlotMousePos(IMPLOT_AUTO,IMPLOT_AUTO).y; else *x[i] = ImPlot::GetPlotMousePos(IMPLOT_AUTO,IMPLOT_AUTO).x; - dragging = true; + modified = true; } if (hovered && ImGui::IsMouseDoubleClicked(0)) { @@ -4058,14 +4236,22 @@ bool DragRect(int n_id, double* x_min, double* y_min, double* x_max, double* y_m *y[i] = ((y[i] == y_min && *y_min < *y_max) || (y[i] == y_max && *y_max < *y_min)) ? b.Y.Min : b.Y.Max; else *x[i] = ((x[i] == x_min && *x_min < *x_max) || (x[i] == x_max && *x_max < *x_min)) ? b.X.Min : b.X.Max; - dragging = true; + modified = true; } } + const bool mouse_inside = rect_grab.Contains(ImGui::GetMousePos()); + const bool mouse_clicked = ImGui::IsMouseClicked(0); + const bool mouse_down = ImGui::IsMouseDown(0); + if (input && mouse_inside) { + if (out_clicked) *out_clicked = *out_clicked || mouse_clicked; + if (out_hovered) *out_hovered = true; + if (out_held) *out_held = *out_held || mouse_down; + } PushPlotClipRect(); ImDrawList& DrawList = *GetPlotDrawList(); - if (dragging && no_delay) { + if (modified && no_delay) { for (int i = 0; i < 4; ++i) p[i] = PlotToPixels(*x[i],*y[i],IMPLOT_AUTO,IMPLOT_AUTO); pc = PlotToPixels((*x_min+*x_max)/2,(*y_min+*y_max)/2,IMPLOT_AUTO,IMPLOT_AUTO); @@ -4073,18 +4259,18 @@ bool DragRect(int n_id, double* x_min, double* y_min, double* x_max, double* y_m } DrawList.AddRectFilled(rect.Min, rect.Max, col32_a); DrawList.AddRect(rect.Min, rect.Max, col32); - if (input && (dragging || rect_grab.Contains(ImGui::GetMousePos()))) { + if (input && (modified || mouse_inside)) { DrawList.AddCircleFilled(pc,DRAG_GRAB_HALF_SIZE,col32); for (int i = 0; i < 4; ++i) DrawList.AddCircleFilled(p[i],DRAG_GRAB_HALF_SIZE,col32); } PopPlotClipRect(); ImGui::PopID(); - return dragging; + return modified; } -bool DragRect(int id, ImPlotRect* bounds, const ImVec4& col, ImPlotDragToolFlags flags) { - return DragRect(id, &bounds->X.Min, &bounds->Y.Min,&bounds->X.Max, &bounds->Y.Max, col, flags); +bool DragRect(int id, ImPlotRect* bounds, const ImVec4& col, ImPlotDragToolFlags flags, bool* out_clicked, bool* out_hovered, bool* out_held) { + return DragRect(id, &bounds->X.Min, &bounds->Y.Min,&bounds->X.Max, &bounds->Y.Max, col, flags, out_clicked, out_hovered, out_held); } //----------------------------------------------------------------------------- @@ -4180,7 +4366,7 @@ bool BeginDragDropTargetAxis(ImAxis axis) { bool BeginDragDropTargetLegend() { SetupLock(); ImPlotItemGroup& items = *GImPlot->CurrentItems; - ImRect rect = items.Legend.Rect; + ImRect rect = items.Legend.RectClamped; return ImGui::BeginDragDropTargetCustom(rect, items.ID); } @@ -4365,6 +4551,14 @@ void PopStyleVar(int count) { } } +ImPlotMarker NextMarker() { + ImPlotContext& gp = *GImPlot; + IM_ASSERT_USER_ERROR(gp.CurrentItems != nullptr, "NextMarker() needs to be called between BeginPlot() and EndPlot()!"); + const int idx = gp.CurrentItems->MarkerIdx % ImPlotMarker_COUNT; + ++gp.CurrentItems->MarkerIdx; + return idx; +} + //------------------------------------------------------------------------------ // [Section] Colormaps //------------------------------------------------------------------------------ @@ -4438,7 +4632,7 @@ ImU32 NextColormapColorU32() { ImVec4 NextColormapColor() { return ImGui::ColorConvertU32ToFloat4(NextColormapColorU32()); -} +} int GetColormapSize(ImPlotColormap cmap) { ImPlotContext& gp = *GImPlot; @@ -4834,16 +5028,9 @@ void ShowStyleEditor(ImPlotStyle* ref) { "Use \"Export\" below to save them somewhere."); if (ImGui::BeginTabBar("##StyleEditor")) { if (ImGui::BeginTabItem("Variables")) { - ImGui::Text("Item Styling"); - ImGui::SliderFloat("LineWeight", &style.LineWeight, 0.0f, 5.0f, "%.1f"); - ImGui::SliderFloat("MarkerSize", &style.MarkerSize, 2.0f, 10.0f, "%.1f"); - ImGui::SliderFloat("MarkerWeight", &style.MarkerWeight, 0.0f, 5.0f, "%.1f"); - ImGui::SliderFloat("FillAlpha", &style.FillAlpha, 0.0f, 1.0f, "%.2f"); - ImGui::SliderFloat("ErrorBarSize", &style.ErrorBarSize, 0.0f, 10.0f, "%.1f"); - ImGui::SliderFloat("ErrorBarWeight", &style.ErrorBarWeight, 0.0f, 5.0f, "%.1f"); - ImGui::SliderFloat("DigitalBitHeight", &style.DigitalBitHeight, 0.0f, 20.0f, "%.1f"); - ImGui::SliderFloat("DigitalBitGap", &style.DigitalBitGap, 0.0f, 20.0f, "%.1f"); ImGui::Text("Plot Styling"); + ImGui::SliderFloat2("PlotDefaultSize", (float*)&style.PlotDefaultSize, 0.0f, 1000, "%.0f"); + ImGui::SliderFloat2("PlotMinSize", (float*)&style.PlotMinSize, 0.0f, 300, "%.0f"); ImGui::SliderFloat("PlotBorderSize", &style.PlotBorderSize, 0.0f, 2.0f, "%.0f"); ImGui::SliderFloat("MinorAlpha", &style.MinorAlpha, 0.0f, 1.0f, "%.2f"); ImGui::SliderFloat2("MajorTickLen", (float*)&style.MajorTickLen, 0.0f, 20.0f, "%.0f"); @@ -4852,8 +5039,6 @@ void ShowStyleEditor(ImPlotStyle* ref) { ImGui::SliderFloat2("MinorTickSize", (float*)&style.MinorTickSize, 0.0f, 2.0f, "%.1f"); ImGui::SliderFloat2("MajorGridSize", (float*)&style.MajorGridSize, 0.0f, 2.0f, "%.1f"); ImGui::SliderFloat2("MinorGridSize", (float*)&style.MinorGridSize, 0.0f, 2.0f, "%.1f"); - ImGui::SliderFloat2("PlotDefaultSize", (float*)&style.PlotDefaultSize, 0.0f, 1000, "%.0f"); - ImGui::SliderFloat2("PlotMinSize", (float*)&style.PlotMinSize, 0.0f, 300, "%.0f"); ImGui::Text("Plot Padding"); ImGui::SliderFloat2("PlotPadding", (float*)&style.PlotPadding, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("LabelPadding", (float*)&style.LabelPadding, 0.0f, 20.0f, "%.0f"); @@ -4863,7 +5048,8 @@ void ShowStyleEditor(ImPlotStyle* ref) { ImGui::SliderFloat2("MousePosPadding", (float*)&style.MousePosPadding, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("AnnotationPadding", (float*)&style.AnnotationPadding, 0.0f, 5.0f, "%.0f"); ImGui::SliderFloat2("FitPadding", (float*)&style.FitPadding, 0, 0.2f, "%.2f"); - + ImGui::SliderFloat("DigitalPadding", &style.DigitalPadding, 0.0f, 20.0f, "%.1f"); + ImGui::SliderFloat("DigitalSpacing", &style.DigitalSpacing, 0.0f, 10.0f, "%.1f"); ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Colors")) { @@ -4896,9 +5082,15 @@ void ShowStyleEditor(ImPlotStyle* ref) { filter.Draw("Filter colors", ImGui::GetFontSize() * 16); static ImGuiColorEditFlags alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; +#if IMGUI_VERSION_NUM < 19173 if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine(); if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine(); if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine(); +#else + if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_AlphaOpaque)) { alpha_flags = ImGuiColorEditFlags_AlphaOpaque; } ImGui::SameLine(); + if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine(); + if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine(); +#endif HelpMarker( "In the color list:\n" "Left-click on colored square to open color picker,\n" @@ -4940,9 +5132,7 @@ void ShowStyleEditor(ImPlotStyle* ref) { ImGui::PopItemWidth(); ImGui::Separator(); ImGui::Text("Colors that are set to Auto (i.e. IMPLOT_AUTO_COL) will\n" - "be automatically deduced from your ImGui style or the\n" - "current ImPlot Colormap. If you want to style individual\n" - "plot items, use Push/PopStyleColor around its function."); + "be automatically deduced from your ImGui style."); ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Colormaps")) { @@ -5057,7 +5247,7 @@ void ShowUserGuide() { ImGui::Indent(); ImGui::BulletText("Left-click drag on axis labels to pan an individual axis."); ImGui::Unindent(); - ImGui::BulletText("Scroll in the plot area to zoom both X any Y axes."); + ImGui::BulletText("Scroll in the plot area to zoom both X and Y axes."); ImGui::Indent(); ImGui::BulletText("Scroll on axis labels to zoom an individual axis."); ImGui::Unindent(); @@ -5089,7 +5279,7 @@ void ShowAxisMetrics(const ImPlotPlot& plot, const ImPlotAxis& axis) { ImGui::BulletText("Range: [%f,%f]",axis.Range.Min, axis.Range.Max); ImGui::BulletText("Pixels: %f", axis.PixelSize()); ImGui::BulletText("Aspect: %f", axis.GetAspect()); - ImGui::BulletText(axis.OrthoAxis == nullptr ? "OrtherAxis: NULL" : "OrthoAxis: 0x%08X", axis.OrthoAxis->ID); + ImGui::BulletText(axis.OrthoAxis == nullptr ? "OrthoAxis: NULL" : "OrthoAxis: 0x%08X", axis.OrthoAxis->ID); ImGui::BulletText("LinkedMin: %p", (void*)axis.LinkedMin); ImGui::BulletText("LinkedMax: %p", (void*)axis.LinkedMax); ImGui::BulletText("HasRange: %s", axis.HasRange ? "true" : "false"); @@ -5119,6 +5309,7 @@ void ShowMetricsWindow(bool* p_popen) { static bool show_frame_rects = false; static bool show_subplot_frame_rects = false; static bool show_subplot_grid_rects = false; + static bool show_legend_rects = false; ImDrawList& fg = *ImGui::GetForegroundDrawList(); @@ -5143,6 +5334,7 @@ void ShowMetricsWindow(bool* p_popen) { ImGui::Checkbox("Show Axis Rects", &show_axis_rects); ImGui::Checkbox("Show Subplot Frame Rects", &show_subplot_frame_rects); ImGui::Checkbox("Show Subplot Grid Rects", &show_subplot_grid_rects); + ImGui::Checkbox("Show Legend Rects", &show_legend_rects); ImGui::TreePop(); } const int n_plots = gp.Plots.GetBufSize(); @@ -5164,6 +5356,10 @@ void ShowMetricsWindow(bool* p_popen) { fg.AddRect(plot->Axes[i].HoverRect.Min, plot->Axes[i].HoverRect.Max, IM_COL32(0,255,0,255)); } } + if (show_legend_rects && plot->Items.GetLegendCount() > 0) { + fg.AddRect(plot->Items.Legend.Rect.Min, plot->Items.Legend.Rect.Max, IM_COL32(255,192,0,255)); + fg.AddRect(plot->Items.Legend.RectClamped.Min, plot->Items.Legend.RectClamped.Max, IM_COL32(255,128,0,255)); + } } for (int p = 0; p < n_subplots; ++p) { ImPlotSubplot* subplot = gp.Subplots.GetByIndex(p); @@ -5171,6 +5367,10 @@ void ShowMetricsWindow(bool* p_popen) { fg.AddRect(subplot->FrameRect.Min, subplot->FrameRect.Max, IM_COL32(255,0,0,255)); if (show_subplot_grid_rects) fg.AddRect(subplot->GridRect.Min, subplot->GridRect.Max, IM_COL32(0,0,255,255)); + if (show_legend_rects && subplot->Items.GetLegendCount() > 0) { + fg.AddRect(subplot->Items.Legend.Rect.Min, subplot->Items.Legend.Rect.Max, IM_COL32(255,192,0,255)); + fg.AddRect(subplot->Items.Legend.RectClamped.Min, subplot->Items.Legend.RectClamped.Max, IM_COL32(255,128,0,255)); + } } if (ImGui::TreeNode("Plots","Plots (%d)", n_plots)) { for (int p = 0; p < n_plots; ++p) { @@ -5189,7 +5389,7 @@ void ShowMetricsWindow(bool* p_popen) { ImVec4 temp = ImGui::ColorConvertU32ToFloat4(item->Color); if (ImGui::ColorEdit4("Color",&temp.x, ImGuiColorEditFlags_NoInputs)) item->Color = ImGui::ColorConvertFloat4ToU32(temp); - + ImGui::BulletText("Marker: %s", GetMarkerName(item->Marker)); ImGui::BulletText("NameOffset: %d",item->NameOffset); ImGui::BulletText("Name: %s", item->NameOffset != -1 ? plot.Items.Legend.Labels.Buf.Data + item->NameOffset : "N/A"); ImGui::BulletText("Hovered: %s",item->LegendHovered ? "true" : "false"); @@ -5624,11 +5824,6 @@ void StyleColorsAuto(ImPlotStyle* dst) { style->MinorAlpha = 0.25f; - colors[ImPlotCol_Line] = IMPLOT_AUTO_COL; - colors[ImPlotCol_Fill] = IMPLOT_AUTO_COL; - colors[ImPlotCol_MarkerOutline] = IMPLOT_AUTO_COL; - colors[ImPlotCol_MarkerFill] = IMPLOT_AUTO_COL; - colors[ImPlotCol_ErrorBar] = IMPLOT_AUTO_COL; colors[ImPlotCol_FrameBg] = IMPLOT_AUTO_COL; colors[ImPlotCol_PlotBg] = IMPLOT_AUTO_COL; colors[ImPlotCol_PlotBorder] = IMPLOT_AUTO_COL; @@ -5653,12 +5848,7 @@ void StyleColorsClassic(ImPlotStyle* dst) { ImVec4* colors = style->Colors; style->MinorAlpha = 0.5f; - - colors[ImPlotCol_Line] = IMPLOT_AUTO_COL; - colors[ImPlotCol_Fill] = IMPLOT_AUTO_COL; - colors[ImPlotCol_MarkerOutline] = IMPLOT_AUTO_COL; - colors[ImPlotCol_MarkerFill] = IMPLOT_AUTO_COL; - colors[ImPlotCol_ErrorBar] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImPlotCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f); colors[ImPlotCol_PlotBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.35f); colors[ImPlotCol_PlotBorder] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); @@ -5683,11 +5873,6 @@ void StyleColorsDark(ImPlotStyle* dst) { style->MinorAlpha = 0.25f; - colors[ImPlotCol_Line] = IMPLOT_AUTO_COL; - colors[ImPlotCol_Fill] = IMPLOT_AUTO_COL; - colors[ImPlotCol_MarkerOutline] = IMPLOT_AUTO_COL; - colors[ImPlotCol_MarkerFill] = IMPLOT_AUTO_COL; - colors[ImPlotCol_ErrorBar] = IMPLOT_AUTO_COL; colors[ImPlotCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); colors[ImPlotCol_PlotBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.50f); colors[ImPlotCol_PlotBorder] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); @@ -5712,11 +5897,6 @@ void StyleColorsLight(ImPlotStyle* dst) { style->MinorAlpha = 1.0f; - colors[ImPlotCol_Line] = IMPLOT_AUTO_COL; - colors[ImPlotCol_Fill] = IMPLOT_AUTO_COL; - colors[ImPlotCol_MarkerOutline] = IMPLOT_AUTO_COL; - colors[ImPlotCol_MarkerFill] = IMPLOT_AUTO_COL; - colors[ImPlotCol_ErrorBar] = IMPLOT_AUTO_COL; colors[ImPlotCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); colors[ImPlotCol_PlotBg] = ImVec4(0.42f, 0.57f, 1.00f, 0.13f); colors[ImPlotCol_PlotBorder] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); @@ -5741,21 +5921,10 @@ void StyleColorsLight(ImPlotStyle* dst) { #ifndef IMPLOT_DISABLE_OBSOLETE_FUNCTIONS -bool BeginPlot(const char* title, const char* x_label, const char* y1_label, const ImVec2& size, - ImPlotFlags flags, ImPlotAxisFlags x_flags, ImPlotAxisFlags y1_flags, ImPlotAxisFlags y2_flags, ImPlotAxisFlags y3_flags, - const char* y2_label, const char* y3_label) -{ - if (!BeginPlot(title, size, flags)) - return false; - SetupAxis(ImAxis_X1, x_label, x_flags); - SetupAxis(ImAxis_Y1, y1_label, y1_flags); - if (ImHasFlag(flags, ImPlotFlags_YAxis2)) - SetupAxis(ImAxis_Y2, y2_label, y2_flags); - if (ImHasFlag(flags, ImPlotFlags_YAxis3)) - SetupAxis(ImAxis_Y3, y3_label, y3_flags); - return true; -} +// Deprecated method will go in here #endif } // namespace ImPlot + +#endif // #ifndef IMGUI_DISABLE diff --git a/thirdparty/imgui_suite/implot/cpp/implot_items.cpp b/thirdparty/imgui_suite/implot/cpp/implot_items.cpp index a56f5b8991..717386dc39 100644 --- a/thirdparty/imgui_suite/implot/cpp/implot_items.cpp +++ b/thirdparty/imgui_suite/implot/cpp/implot_items.cpp @@ -1,6 +1,7 @@ // MIT License -// Copyright (c) 2023 Evan Pezent +// Copyright (c) 2020-2024 Evan Pezent +// Copyright (c) 2025-2026 Breno Cunha Queiroz // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal @@ -20,10 +21,13 @@ // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. -// ImPlot v0.16 +// ImPlot v1.0 +#ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS +#endif #include "implot.h" +#ifndef IMGUI_DISABLE #include "implot_internal.h" #ifdef __GNUC__ @@ -98,7 +102,7 @@ static IMPLOT_INLINE float ImInvSqrt(float x) { return 1.0f / sqrtf(x); } #define IMPLOT_NUMERIC_TYPES (ImS8)(ImU8)(ImS16)(ImU16)(ImS32)(ImU32)(ImS64)(ImU64)(float)(double) #endif -// CALL_INSTANTIATE_FOR_NUMERIC_TYPES will duplicate the template instantion code `INSTANTIATE_MACRO(T)` on supported types. +// CALL_INSTANTIATE_FOR_NUMERIC_TYPES will duplicate the template instantiation code `INSTANTIATE_MACRO(T)` on supported types. #define _CAT(x, y) _CAT_(x, y) #define _CAT_(x,y) x ## y #define _INSTANTIATE_FOR_NUMERIC_TYPES(chain) _CAT(_INSTANTIATE_FOR_NUMERIC_TYPES_1 chain, _END) @@ -120,6 +124,43 @@ struct MaxIdx { static const unsigned int Value; }; template <> const unsigned int MaxIdx::Value = 65535; template <> const unsigned int MaxIdx::Value = 4294967295; +template +int Stride(const ImPlotSpec& spec) { + return spec.Stride == IMPLOT_AUTO ? sizeof(T) : spec.Stride; +} + +// Finds the min and max value in an unsorted array +template +static inline void ImMinMaxIndexer(const Indexer& values, int count, T* min_out, T* max_out) { + T Min = values[0]; T Max = values[0]; + for (int i = 1; i < count; ++i) { + if (values[i] < Min) { Min = values[i]; } + if (values[i] > Max) { Max = values[i]; } + } + *min_out = Min; *max_out = Max; +} + +// Finds the mean of a container +template +static inline double ImMean(const TContainer& values, int count) { + double den = 1.0 / count; + double mu = 0; + for (int i = 0; i < count; ++i) + mu += (double)values[i] * den; + return mu; +} + +// Finds the sample standard deviation of a container +template +static inline double ImStdDev(const TContainer& values, int count) { + double den = 1.0 / (count - 1.0); + double mu = ImMean(values, count); + double x = 0; + for (int i = 0; i < count; ++i) + x += ((double)values[i] - mu) * ((double)values[i] - mu) * den; + return sqrt(x); +} + IMPLOT_INLINE void GetLineRenderProps(const ImDrawList& draw_list, float& half_weight, ImVec2& tex_uv0, ImVec2& tex_uv1) { const bool aa = ImHasFlag(draw_list.Flags, ImDrawListFlags_AntiAliasedLines) && ImHasFlag(draw_list.Flags, ImDrawListFlags_AntiAliasedLinesUseTex); @@ -323,34 +364,6 @@ ImPlotItem* GetCurrentItem() { return gp.CurrentItem; } -void SetNextLineStyle(const ImVec4& col, float weight) { - ImPlotContext& gp = *GImPlot; - gp.NextItemData.Colors[ImPlotCol_Line] = col; - gp.NextItemData.LineWeight = weight; -} - -void SetNextFillStyle(const ImVec4& col, float alpha) { - ImPlotContext& gp = *GImPlot; - gp.NextItemData.Colors[ImPlotCol_Fill] = col; - gp.NextItemData.FillAlpha = alpha; -} - -void SetNextMarkerStyle(ImPlotMarker marker, float size, const ImVec4& fill, float weight, const ImVec4& outline) { - ImPlotContext& gp = *GImPlot; - gp.NextItemData.Marker = marker; - gp.NextItemData.Colors[ImPlotCol_MarkerFill] = fill; - gp.NextItemData.MarkerSize = size; - gp.NextItemData.Colors[ImPlotCol_MarkerOutline] = outline; - gp.NextItemData.MarkerWeight = weight; -} - -void SetNextErrorBarStyle(const ImVec4& col, float size, float weight) { - ImPlotContext& gp = *GImPlot; - gp.NextItemData.Colors[ImPlotCol_ErrorBar] = col; - gp.NextItemData.ErrorBarSize = size; - gp.NextItemData.ErrorBarWeight = weight; -} - ImVec4 GetLastItemColor() { ImPlotContext& gp = *GImPlot; if (gp.PreviousItem) @@ -392,36 +405,41 @@ void BustColorCache(const char* plot_title_id) { // [SECTION] BeginItem / EndItem //----------------------------------------------------------------------------- -static const float ITEM_HIGHLIGHT_LINE_SCALE = 2.0f; -static const float ITEM_HIGHLIGHT_MARK_SCALE = 1.25f; +constexpr float ITEM_HIGHLIGHT_LINE_SCALE = 2.0f; +constexpr float ITEM_HIGHLIGHT_MARK_SCALE = 1.25f; // Begins a new item. Returns false if the item should not be plotted. -bool BeginItem(const char* label_id, ImPlotItemFlags flags, ImPlotCol recolor_from) { +bool BeginItem(const char* label_id, const ImPlotSpec& spec, const ImVec4& item_col, ImPlotMarker item_mkr) { ImPlotContext& gp = *GImPlot; IM_ASSERT_USER_ERROR(gp.CurrentPlot != nullptr, "PlotX() needs to be called between BeginPlot() and EndPlot()!"); SetupLock(); bool just_created; - ImPlotItem* item = RegisterOrGetItem(label_id, flags, &just_created); + ImPlotItem* item = RegisterOrGetItem(label_id, spec.Flags, &just_created); // set current item gp.CurrentItem = item; ImPlotNextItemData& s = gp.NextItemData; // set/override item color - if (recolor_from != -1) { - if (!IsColorAuto(s.Colors[recolor_from])) - item->Color = ImGui::ColorConvertFloat4ToU32(s.Colors[recolor_from]); - else if (!IsColorAuto(gp.Style.Colors[recolor_from])) - item->Color = ImGui::ColorConvertFloat4ToU32(gp.Style.Colors[recolor_from]); - else if (just_created) - item->Color = NextColormapColorU32(); - } - else if (just_created) { + if (!IsColorAuto(item_col)) + item->Color = ImGui::ColorConvertFloat4ToU32(item_col); + else if (just_created) item->Color = NextColormapColorU32(); - } - // hide/show item if (gp.NextItemData.HasHidden) { if (just_created || gp.NextItemData.HiddenCond == ImGuiCond_Always) item->Show = !gp.NextItemData.Hidden; } + // set/override item marker + if (item_mkr != ImPlotMarker_Invalid) { + if (item_mkr != ImPlotMarker_Auto) { + item->Marker = item_mkr; + } + else if (just_created && item_mkr == ImPlotMarker_Auto) { + item->Marker = NextMarker(); + } + else if (item_mkr == ImPlotMarker_Auto && item->Marker == ImPlotMarker_None) { + item->Marker = NextMarker(); + } + } + // return false if not shown if (!item->Show) { // reset next item data gp.NextItemData.Reset(); @@ -431,31 +449,21 @@ bool BeginItem(const char* label_id, ImPlotItemFlags flags, ImPlotCol recolor_fr } else { ImVec4 item_color = ImGui::ColorConvertU32ToFloat4(item->Color); - // stage next item colors - s.Colors[ImPlotCol_Line] = IsColorAuto(s.Colors[ImPlotCol_Line]) ? ( IsColorAuto(ImPlotCol_Line) ? item_color : gp.Style.Colors[ImPlotCol_Line] ) : s.Colors[ImPlotCol_Line]; - s.Colors[ImPlotCol_Fill] = IsColorAuto(s.Colors[ImPlotCol_Fill]) ? ( IsColorAuto(ImPlotCol_Fill) ? item_color : gp.Style.Colors[ImPlotCol_Fill] ) : s.Colors[ImPlotCol_Fill]; - s.Colors[ImPlotCol_MarkerOutline] = IsColorAuto(s.Colors[ImPlotCol_MarkerOutline]) ? ( IsColorAuto(ImPlotCol_MarkerOutline) ? s.Colors[ImPlotCol_Line] : gp.Style.Colors[ImPlotCol_MarkerOutline] ) : s.Colors[ImPlotCol_MarkerOutline]; - s.Colors[ImPlotCol_MarkerFill] = IsColorAuto(s.Colors[ImPlotCol_MarkerFill]) ? ( IsColorAuto(ImPlotCol_MarkerFill) ? s.Colors[ImPlotCol_Line] : gp.Style.Colors[ImPlotCol_MarkerFill] ) : s.Colors[ImPlotCol_MarkerFill]; - s.Colors[ImPlotCol_ErrorBar] = IsColorAuto(s.Colors[ImPlotCol_ErrorBar]) ? ( GetStyleColorVec4(ImPlotCol_ErrorBar) ) : s.Colors[ImPlotCol_ErrorBar]; - // stage next item style vars - s.LineWeight = s.LineWeight < 0 ? gp.Style.LineWeight : s.LineWeight; - s.Marker = s.Marker < 0 ? gp.Style.Marker : s.Marker; - s.MarkerSize = s.MarkerSize < 0 ? gp.Style.MarkerSize : s.MarkerSize; - s.MarkerWeight = s.MarkerWeight < 0 ? gp.Style.MarkerWeight : s.MarkerWeight; - s.FillAlpha = s.FillAlpha < 0 ? gp.Style.FillAlpha : s.FillAlpha; - s.ErrorBarSize = s.ErrorBarSize < 0 ? gp.Style.ErrorBarSize : s.ErrorBarSize; - s.ErrorBarWeight = s.ErrorBarWeight < 0 ? gp.Style.ErrorBarWeight : s.ErrorBarWeight; - s.DigitalBitHeight = s.DigitalBitHeight < 0 ? gp.Style.DigitalBitHeight : s.DigitalBitHeight; - s.DigitalBitGap = s.DigitalBitGap < 0 ? gp.Style.DigitalBitGap : s.DigitalBitGap; - // apply alpha modifier(s) - s.Colors[ImPlotCol_Fill].w *= s.FillAlpha; - s.Colors[ImPlotCol_MarkerFill].w *= s.FillAlpha; // TODO: this should be separate, if it at all + // stage next item spec + s.Spec = spec; + s.Spec.LineColor = IsColorAuto(s.Spec.LineColor) ? item_color : s.Spec.LineColor; + s.Spec.FillColor = IsColorAuto(s.Spec.FillColor) ? item_color : s.Spec.FillColor; + s.Spec.FillColor.w *= s.Spec.FillAlpha; + s.Spec.Marker = item->Marker; + s.Spec.MarkerLineColor = IsColorAuto(s.Spec.MarkerLineColor) ? s.Spec.LineColor : s.Spec.MarkerLineColor; + s.Spec.MarkerFillColor = IsColorAuto(s.Spec.MarkerFillColor) ? s.Spec.LineColor : s.Spec.MarkerFillColor; + s.Spec.MarkerFillColor.w *= s.Spec.FillAlpha; // apply highlight mods if (item->LegendHovered) { if (!ImHasFlag(gp.CurrentItems->Legend.Flags, ImPlotLegendFlags_NoHighlightItem)) { - s.LineWeight *= ITEM_HIGHLIGHT_LINE_SCALE; - s.MarkerSize *= ITEM_HIGHLIGHT_MARK_SCALE; - s.MarkerWeight *= ITEM_HIGHLIGHT_LINE_SCALE; + s.Spec.LineWeight *= ITEM_HIGHLIGHT_LINE_SCALE; + s.Spec.MarkerSize *= ITEM_HIGHLIGHT_MARK_SCALE; + s.Spec.Size *= ITEM_HIGHLIGHT_MARK_SCALE; // TODO: how to highlight fills? } if (!ImHasFlag(gp.CurrentItems->Legend.Flags, ImPlotLegendFlags_NoHighlightAxis)) { @@ -466,10 +474,11 @@ bool BeginItem(const char* label_id, ImPlotItemFlags flags, ImPlotCol recolor_fr } } // set render flags - s.RenderLine = s.Colors[ImPlotCol_Line].w > 0 && s.LineWeight > 0; - s.RenderFill = s.Colors[ImPlotCol_Fill].w > 0; - s.RenderMarkerFill = s.Colors[ImPlotCol_MarkerFill].w > 0; - s.RenderMarkerLine = s.Colors[ImPlotCol_MarkerOutline].w > 0 && s.MarkerWeight > 0; + s.RenderLine = s.Spec.LineColor.w > 0 && s.Spec.LineWeight > 0; + s.RenderFill = s.Spec.FillColor.w > 0; + s.RenderMarkerLine = s.Spec.MarkerLineColor.w > 0 && s.Spec.LineWeight > 0; + s.RenderMarkerFill = s.Spec.MarkerFillColor.w > 0; + s.RenderMarkers = s.Spec.Marker >= 0 && (s.RenderMarkerFill || s.RenderMarkerLine); // push rendering clip rect PushPlotClipRect(); return true; @@ -512,13 +521,14 @@ struct IndexerIdx { Offset(count ? ImPosMod(offset, count) : 0), Stride(stride) { } - template IMPLOT_INLINE double operator()(I idx) const { + template IMPLOT_INLINE double operator[](I idx) const { return (double)IndexData(Data, idx, Count, Offset, Stride); } const T* Data; int Count; int Offset; int Stride; + typedef double value_type; }; template @@ -530,29 +540,32 @@ struct IndexerAdd { Scale2(scale2), Count(ImMin(Indexer1.Count, Indexer2.Count)) { } - template IMPLOT_INLINE double operator()(I idx) const { - return Scale1 * Indexer1(idx) + Scale2 * Indexer2(idx); + template IMPLOT_INLINE double operator[](I idx) const { + return Scale1 * Indexer1[idx] + Scale2 * Indexer2[idx]; } const _Indexer1& Indexer1; const _Indexer2& Indexer2; double Scale1; double Scale2; int Count; + typedef double value_type; }; struct IndexerLin { IndexerLin(double m, double b) : M(m), B(b) { } - template IMPLOT_INLINE double operator()(I idx) const { + template IMPLOT_INLINE double operator[](I idx) const { return M * idx + B; } const double M; const double B; + typedef double value_type; }; struct IndexerConst { IndexerConst(double ref) : Ref(ref) { } - template IMPLOT_INLINE double operator()(I) const { return Ref; } + template IMPLOT_INLINE double operator[](I) const { return Ref; } const double Ref; + typedef double value_type; }; //----------------------------------------------------------------------------- @@ -561,13 +574,35 @@ struct IndexerConst { template struct GetterXY { - GetterXY(_IndexerX x, _IndexerY y, int count) : IndxerX(x), IndxerY(y), Count(count) { } - template IMPLOT_INLINE ImPlotPoint operator()(I idx) const { - return ImPlotPoint(IndxerX(idx),IndxerY(idx)); + GetterXY(_IndexerX x, _IndexerY y, int count) : IndexerX(x), IndexerY(y), Count(count) { } + template IMPLOT_INLINE ImPlotPoint operator[](I idx) const { + return ImPlotPoint(IndexerX[idx],IndexerY[idx]); } - const _IndexerX IndxerX; - const _IndexerY IndxerY; + const _IndexerX IndexerX; + const _IndexerY IndexerY; const int Count; + typedef ImPlotPoint value_type; +}; + +// Double precision point with three coordinates used by ImPlot. +struct ImPlotPoint3D { + double x, y, z; + constexpr ImPlotPoint3D() : x(0.0), y(0.0), z(0.0) { } + constexpr ImPlotPoint3D(double _x, double _y, double _z) : x(_x), y(_y), z(_z) { } + double& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1 || idx == 2); return ((double*)(void*)(char*)this)[idx]; } + double operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1 || idx == 2); return ((const double*)(const void*)(const char*)this)[idx]; } +}; + +template +struct GetterXYZ { + GetterXYZ(_IndexerX x, _IndexerY y, _IndexerZ z, int count) : IndxerX(x), IndxerY(y), IndxerZ(z), Count(count) { } + template IMPLOT_INLINE ImPlotPoint3D operator()(I idx) const { + return ImPlotPoint3D(IndxerX[idx],IndxerY[idx],IndxerZ[idx]); + } + const _IndexerX IndxerX; + const _IndexerY IndxerY; + const _IndexerZ IndxerZ; + const int Count; }; /// Interprets a user's function pointer as ImPlotPoints @@ -577,49 +612,53 @@ struct GetterFuncPtr { Data(data), Count(count) { } - template IMPLOT_INLINE ImPlotPoint operator()(I idx) const { + template IMPLOT_INLINE ImPlotPoint operator[](I idx) const { return Getter(idx, Data); } ImPlotGetter Getter; void* const Data; const int Count; + typedef ImPlotPoint value_type; }; template struct GetterOverrideX { GetterOverrideX(_Getter getter, double x) : Getter(getter), X(x), Count(getter.Count) { } - template IMPLOT_INLINE ImPlotPoint operator()(I idx) const { - ImPlotPoint p = Getter(idx); + template IMPLOT_INLINE ImPlotPoint operator[](I idx) const { + ImPlotPoint p = Getter[idx]; p.x = X; return p; } const _Getter Getter; const double X; const int Count; + typedef ImPlotPoint value_type; }; template struct GetterOverrideY { GetterOverrideY(_Getter getter, double y) : Getter(getter), Y(y), Count(getter.Count) { } - template IMPLOT_INLINE ImPlotPoint operator()(I idx) const { - ImPlotPoint p = Getter(idx); + template IMPLOT_INLINE ImPlotPoint operator[](I idx) const { + ImPlotPoint p = Getter[idx]; p.y = Y; return p; } const _Getter Getter; const double Y; const int Count; + typedef ImPlotPoint value_type; }; template struct GetterLoop { GetterLoop(_Getter getter) : Getter(getter), Count(getter.Count + 1) { } - template IMPLOT_INLINE ImPlotPoint operator()(I idx) const { + template IMPLOT_INLINE ImPlotPoint operator[](I idx) const { idx = idx % (Count - 1); - return Getter(idx); + return Getter[idx]; } const _Getter Getter; const int Count; + typedef ImPlotPoint value_type; }; template @@ -633,7 +672,7 @@ struct GetterError { Offset(count ? ImPosMod(offset, count) : 0), Stride(stride) { } - template IMPLOT_INLINE ImPlotPointError operator()(I idx) const { + template IMPLOT_INLINE ImPlotPointError operator[](I idx) const { return ImPlotPointError((double)IndexData(Xs, idx, Count, Offset, Stride), (double)IndexData(Ys, idx, Count, Offset, Stride), (double)IndexData(Neg, idx, Count, Offset, Stride), @@ -646,6 +685,62 @@ struct GetterError { const int Count; const int Offset; const int Stride; + typedef ImPlotPointError value_type; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Color Getters +//----------------------------------------------------------------------------- + +struct GetterConstColor { + GetterConstColor(ImU32 color, float alpha = 1.0f) { + ImU32 col = color; + if (alpha < 1.0f) { + ImVec4 col_vec = ImGui::ColorConvertU32ToFloat4(col); + col_vec.w *= alpha; + col = ImGui::GetColorU32(col_vec); + } + Color = col; + } + template IMPLOT_INLINE ImU32 operator[](I) const { return Color; } + ImU32 Color; +}; + +struct GetterIdxColor { + GetterIdxColor(const ImU32* data, int count, float alpha = 1.0f) : Data(data), Count(count), Alpha(alpha) { } + template IMPLOT_INLINE ImU32 operator[](I idx) const { + IM_ASSERT(idx >= 0 && idx < Count); + ImU32 col = Data[idx]; + if (Alpha < 1.0f) { + ImVec4 col_vec = ImGui::ColorConvertU32ToFloat4(col); + col_vec.w *= Alpha; + col = ImGui::GetColorU32(col_vec); + } + return col; + } + const ImU32* Data; + const int Count; + const float Alpha; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Size Getters +//----------------------------------------------------------------------------- + +struct GetterConstSize { + GetterConstSize(float size) : Size(size) { } + template IMPLOT_INLINE float operator[](I) const { return Size; } + float Size; +}; + +struct GetterIdxSize { + GetterIdxSize(const float* data, int count) : Data(data), Count(count) { } + template IMPLOT_INLINE float operator[](I idx) const { + IM_ASSERT(idx >= 0 && idx < Count); + return Data[idx]; + } + const float* Data; + const int Count; }; //----------------------------------------------------------------------------- @@ -657,7 +752,7 @@ struct Fitter1 { Fitter1(const _Getter1& getter) : Getter(getter) { } void Fit(ImPlotAxis& x_axis, ImPlotAxis& y_axis) const { for (int i = 0; i < Getter.Count; ++i) { - ImPlotPoint p = Getter(i); + ImPlotPoint p = Getter[i]; x_axis.ExtendFitWith(y_axis, p.x, p.y); y_axis.ExtendFitWith(x_axis, p.y, p.x); } @@ -665,12 +760,30 @@ struct Fitter1 { const _Getter1& Getter; }; +template +struct FitterBubbles1 { + FitterBubbles1(const _Getter1& getter) : Getter(getter) { } + void Fit(ImPlotAxis& x_axis, ImPlotAxis& y_axis) const { + for (int i = 0; i < Getter.Count; ++i) { + ImPlotPoint3D p = Getter(i); + double half_size = p.z; + // Fit left and right edges + x_axis.ExtendFitWith(y_axis, p.x - half_size, p.y); + x_axis.ExtendFitWith(y_axis, p.x + half_size, p.y); + // Fit top and bottom edges + y_axis.ExtendFitWith(x_axis, p.y - half_size, p.x); + y_axis.ExtendFitWith(x_axis, p.y + half_size, p.x); + } + } + const _Getter1& Getter; +}; + template struct FitterX { FitterX(const _Getter1& getter) : Getter(getter) { } void Fit(ImPlotAxis& x_axis, ImPlotAxis&) const { for (int i = 0; i < Getter.Count; ++i) { - ImPlotPoint p = Getter(i); + ImPlotPoint p = Getter[i]; x_axis.ExtendFit(p.x); } } @@ -682,7 +795,7 @@ struct FitterY { FitterY(const _Getter1& getter) : Getter(getter) { } void Fit(ImPlotAxis&, ImPlotAxis& y_axis) const { for (int i = 0; i < Getter.Count; ++i) { - ImPlotPoint p = Getter(i); + ImPlotPoint p = Getter[i]; y_axis.ExtendFit(p.y); } } @@ -694,12 +807,12 @@ struct Fitter2 { Fitter2(const _Getter1& getter1, const _Getter2& getter2) : Getter1(getter1), Getter2(getter2) { } void Fit(ImPlotAxis& x_axis, ImPlotAxis& y_axis) const { for (int i = 0; i < Getter1.Count; ++i) { - ImPlotPoint p = Getter1(i); + ImPlotPoint p = Getter1[i]; x_axis.ExtendFitWith(y_axis, p.x, p.y); y_axis.ExtendFitWith(x_axis, p.y, p.x); } for (int i = 0; i < Getter2.Count; ++i) { - ImPlotPoint p = Getter2(i); + ImPlotPoint p = Getter2[i]; x_axis.ExtendFitWith(y_axis, p.x, p.y); y_axis.ExtendFitWith(x_axis, p.y, p.x); } @@ -718,8 +831,8 @@ struct FitterBarV { void Fit(ImPlotAxis& x_axis, ImPlotAxis& y_axis) const { int count = ImMin(Getter1.Count, Getter2.Count); for (int i = 0; i < count; ++i) { - ImPlotPoint p1 = Getter1(i); p1.x -= HalfWidth; - ImPlotPoint p2 = Getter2(i); p2.x += HalfWidth; + ImPlotPoint p1 = Getter1[i]; p1.x -= HalfWidth; + ImPlotPoint p2 = Getter2[i]; p2.x += HalfWidth; x_axis.ExtendFitWith(y_axis, p1.x, p1.y); y_axis.ExtendFitWith(x_axis, p1.y, p1.x); x_axis.ExtendFitWith(y_axis, p2.x, p2.y); @@ -741,8 +854,8 @@ struct FitterBarH { void Fit(ImPlotAxis& x_axis, ImPlotAxis& y_axis) const { int count = ImMin(Getter1.Count, Getter2.Count); for (int i = 0; i < count; ++i) { - ImPlotPoint p1 = Getter1(i); p1.y -= HalfHeight; - ImPlotPoint p2 = Getter2(i); p2.y += HalfHeight; + ImPlotPoint p1 = Getter1[i]; p1.y -= HalfHeight; + ImPlotPoint p2 = Getter2[i]; p2.y += HalfHeight; x_axis.ExtendFitWith(y_axis, p1.x, p1.y); y_axis.ExtendFitWith(x_axis, p1.y, p1.x); x_axis.ExtendFitWith(y_axis, p2.x, p2.y); @@ -864,139 +977,143 @@ struct RendererBase { const int VtxConsumed; }; -template +template struct RendererLineStrip : RendererBase { - RendererLineStrip(const _Getter& getter, ImU32 col, float weight) : + RendererLineStrip(const _Getter& getter, const _GetterColor& getter_color, float weight) : RendererBase(getter.Count - 1, 6, 4), Getter(getter), - Col(col), + GetterColor(getter_color), HalfWeight(ImMax(1.0f,weight)*0.5f) { - P1 = this->Transformer(Getter(0)); + P1 = this->Transformer(Getter[0]); } void Init(ImDrawList& draw_list) const { GetLineRenderProps(draw_list, HalfWeight, UV0, UV1); } IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { - ImVec2 P2 = this->Transformer(Getter(prim + 1)); + ImVec2 P2 = this->Transformer(Getter[prim + 1]); if (!cull_rect.Overlaps(ImRect(ImMin(P1, P2), ImMax(P1, P2)))) { P1 = P2; return false; } - PrimLine(draw_list,P1,P2,HalfWeight,Col,UV0,UV1); + ImU32 col = GetterColor[prim]; + PrimLine(draw_list,P1,P2,HalfWeight,col,UV0,UV1); P1 = P2; return true; } const _Getter& Getter; - const ImU32 Col; + const _GetterColor& GetterColor; mutable float HalfWeight; mutable ImVec2 P1; mutable ImVec2 UV0; mutable ImVec2 UV1; }; -template +template struct RendererLineStripSkip : RendererBase { - RendererLineStripSkip(const _Getter& getter, ImU32 col, float weight) : + RendererLineStripSkip(const _Getter& getter, const _GetterColor& getter_color, float weight) : RendererBase(getter.Count - 1, 6, 4), Getter(getter), - Col(col), + GetterColor(getter_color), HalfWeight(ImMax(1.0f,weight)*0.5f) { - P1 = this->Transformer(Getter(0)); + P1 = this->Transformer(Getter[0]); } void Init(ImDrawList& draw_list) const { GetLineRenderProps(draw_list, HalfWeight, UV0, UV1); } IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { - ImVec2 P2 = this->Transformer(Getter(prim + 1)); + ImVec2 P2 = this->Transformer(Getter[prim + 1]); if (!cull_rect.Overlaps(ImRect(ImMin(P1, P2), ImMax(P1, P2)))) { if (!ImNan(P2.x) && !ImNan(P2.y)) P1 = P2; return false; } - PrimLine(draw_list,P1,P2,HalfWeight,Col,UV0,UV1); + ImU32 col = GetterColor[prim]; + PrimLine(draw_list,P1,P2,HalfWeight,col,UV0,UV1); if (!ImNan(P2.x) && !ImNan(P2.y)) P1 = P2; return true; } const _Getter& Getter; - const ImU32 Col; + const _GetterColor& GetterColor; mutable float HalfWeight; mutable ImVec2 P1; mutable ImVec2 UV0; mutable ImVec2 UV1; }; -template +template struct RendererLineSegments1 : RendererBase { - RendererLineSegments1(const _Getter& getter, ImU32 col, float weight) : + RendererLineSegments1(const _Getter& getter, const _GetterColor& getter_color, float weight) : RendererBase(getter.Count / 2, 6, 4), Getter(getter), - Col(col), + GetterColor(getter_color), HalfWeight(ImMax(1.0f,weight)*0.5f) { } void Init(ImDrawList& draw_list) const { GetLineRenderProps(draw_list, HalfWeight, UV0, UV1); } IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { - ImVec2 P1 = this->Transformer(Getter(prim*2+0)); - ImVec2 P2 = this->Transformer(Getter(prim*2+1)); + ImVec2 P1 = this->Transformer(Getter[prim*2+0]); + ImVec2 P2 = this->Transformer(Getter[prim*2+1]); if (!cull_rect.Overlaps(ImRect(ImMin(P1, P2), ImMax(P1, P2)))) return false; - PrimLine(draw_list,P1,P2,HalfWeight,Col,UV0,UV1); + ImU32 col = GetterColor[prim*2]; + PrimLine(draw_list,P1,P2,HalfWeight,col,UV0,UV1); return true; } const _Getter& Getter; - const ImU32 Col; + const _GetterColor& GetterColor; mutable float HalfWeight; mutable ImVec2 UV0; mutable ImVec2 UV1; }; -template +template struct RendererLineSegments2 : RendererBase { - RendererLineSegments2(const _Getter1& getter1, const _Getter2& getter2, ImU32 col, float weight) : - RendererBase(ImMin(getter1.Count, getter1.Count), 6, 4), + RendererLineSegments2(const _Getter1& getter1, const _Getter2& getter2, const _GetterColor& getter_color, float weight) : + RendererBase(ImMin(getter1.Count, getter2.Count), 6, 4), Getter1(getter1), Getter2(getter2), - Col(col), + GetterColor(getter_color), HalfWeight(ImMax(1.0f,weight)*0.5f) {} void Init(ImDrawList& draw_list) const { GetLineRenderProps(draw_list, HalfWeight, UV0, UV1); } IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { - ImVec2 P1 = this->Transformer(Getter1(prim)); - ImVec2 P2 = this->Transformer(Getter2(prim)); + ImVec2 P1 = this->Transformer(Getter1[prim]); + ImVec2 P2 = this->Transformer(Getter2[prim]); if (!cull_rect.Overlaps(ImRect(ImMin(P1, P2), ImMax(P1, P2)))) return false; - PrimLine(draw_list,P1,P2,HalfWeight,Col,UV0,UV1); + ImU32 col = GetterColor[prim]; + PrimLine(draw_list,P1,P2,HalfWeight,col,UV0,UV1); return true; } const _Getter1& Getter1; const _Getter2& Getter2; - const ImU32 Col; + const _GetterColor& GetterColor; mutable float HalfWeight; mutable ImVec2 UV0; mutable ImVec2 UV1; }; -template +template struct RendererBarsFillV : RendererBase { - RendererBarsFillV(const _Getter1& getter1, const _Getter2& getter2, ImU32 col, double width) : - RendererBase(ImMin(getter1.Count, getter1.Count), 6, 4), + RendererBarsFillV(const _Getter1& getter1, const _Getter2& getter2, const _GetterColor& getter_color, double width) : + RendererBase(ImMin(getter1.Count, getter2.Count), 6, 4), Getter1(getter1), Getter2(getter2), - Col(col), + GetterColor(getter_color), HalfWidth(width/2) {} void Init(ImDrawList& draw_list) const { UV = draw_list._Data->TexUvWhitePixel; } IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { - ImPlotPoint p1 = Getter1(prim); - ImPlotPoint p2 = Getter2(prim); + ImPlotPoint p1 = Getter1[prim]; + ImPlotPoint p2 = Getter2[prim]; p1.x += HalfWidth; p2.x -= HalfWidth; ImVec2 P1 = this->Transformer(p1); @@ -1010,31 +1127,32 @@ struct RendererBarsFillV : RendererBase { ImVec2 PMax = ImMax(P1, P2); if (!cull_rect.Overlaps(ImRect(PMin, PMax))) return false; - PrimRectFill(draw_list,PMin,PMax,Col,UV); + ImU32 col = GetterColor[prim]; + PrimRectFill(draw_list,PMin,PMax,col,UV); return true; } const _Getter1& Getter1; const _Getter2& Getter2; - const ImU32 Col; + const _GetterColor& GetterColor; const double HalfWidth; mutable ImVec2 UV; }; -template +template struct RendererBarsFillH : RendererBase { - RendererBarsFillH(const _Getter1& getter1, const _Getter2& getter2, ImU32 col, double height) : - RendererBase(ImMin(getter1.Count, getter1.Count), 6, 4), + RendererBarsFillH(const _Getter1& getter1, const _Getter2& getter2, const _GetterColor& getter_color, double height) : + RendererBase(ImMin(getter1.Count, getter2.Count), 6, 4), Getter1(getter1), Getter2(getter2), - Col(col), + GetterColor(getter_color), HalfHeight(height/2) {} void Init(ImDrawList& draw_list) const { UV = draw_list._Data->TexUvWhitePixel; } IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { - ImPlotPoint p1 = Getter1(prim); - ImPlotPoint p2 = Getter2(prim); + ImPlotPoint p1 = Getter1[prim]; + ImPlotPoint p2 = Getter2[prim]; p1.y += HalfHeight; p2.y -= HalfHeight; ImVec2 P1 = this->Transformer(p1); @@ -1048,23 +1166,24 @@ struct RendererBarsFillH : RendererBase { ImVec2 PMax = ImMax(P1, P2); if (!cull_rect.Overlaps(ImRect(PMin, PMax))) return false; - PrimRectFill(draw_list,PMin,PMax,Col,UV); + ImU32 col = GetterColor[prim]; + PrimRectFill(draw_list,PMin,PMax,col,UV); return true; } const _Getter1& Getter1; const _Getter2& Getter2; - const ImU32 Col; + const _GetterColor& GetterColor; const double HalfHeight; mutable ImVec2 UV; }; -template +template struct RendererBarsLineV : RendererBase { - RendererBarsLineV(const _Getter1& getter1, const _Getter2& getter2, ImU32 col, double width, float weight) : - RendererBase(ImMin(getter1.Count, getter1.Count), 24, 8), + RendererBarsLineV(const _Getter1& getter1, const _Getter2& getter2, const _GetterColor& getter_color, double width, float weight) : + RendererBase(ImMin(getter1.Count, getter2.Count), 24, 8), Getter1(getter1), Getter2(getter2), - Col(col), + GetterColor(getter_color), HalfWidth(width/2), Weight(weight) {} @@ -1072,8 +1191,8 @@ struct RendererBarsLineV : RendererBase { UV = draw_list._Data->TexUvWhitePixel; } IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { - ImPlotPoint p1 = Getter1(prim); - ImPlotPoint p2 = Getter2(prim); + ImPlotPoint p1 = Getter1[prim]; + ImPlotPoint p2 = Getter2[prim]; p1.x += HalfWidth; p2.x -= HalfWidth; ImVec2 P1 = this->Transformer(p1); @@ -1087,24 +1206,25 @@ struct RendererBarsLineV : RendererBase { ImVec2 PMax = ImMax(P1, P2); if (!cull_rect.Overlaps(ImRect(PMin, PMax))) return false; - PrimRectLine(draw_list,PMin,PMax,Weight,Col,UV); + ImU32 col = GetterColor[prim]; + PrimRectLine(draw_list,PMin,PMax,Weight,col,UV); return true; } const _Getter1& Getter1; const _Getter2& Getter2; - const ImU32 Col; + const _GetterColor& GetterColor; const double HalfWidth; const float Weight; mutable ImVec2 UV; }; -template +template struct RendererBarsLineH : RendererBase { - RendererBarsLineH(const _Getter1& getter1, const _Getter2& getter2, ImU32 col, double height, float weight) : - RendererBase(ImMin(getter1.Count, getter1.Count), 24, 8), + RendererBarsLineH(const _Getter1& getter1, const _Getter2& getter2, const _GetterColor& getter_color, double height, float weight) : + RendererBase(ImMin(getter1.Count, getter2.Count), 24, 8), Getter1(getter1), Getter2(getter2), - Col(col), + GetterColor(getter_color), HalfHeight(height/2), Weight(weight) {} @@ -1112,8 +1232,8 @@ struct RendererBarsLineH : RendererBase { UV = draw_list._Data->TexUvWhitePixel; } IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { - ImPlotPoint p1 = Getter1(prim); - ImPlotPoint p2 = Getter2(prim); + ImPlotPoint p1 = Getter1[prim]; + ImPlotPoint p2 = Getter2[prim]; p1.y += HalfHeight; p2.y -= HalfHeight; ImVec2 P1 = this->Transformer(p1); @@ -1127,139 +1247,144 @@ struct RendererBarsLineH : RendererBase { ImVec2 PMax = ImMax(P1, P2); if (!cull_rect.Overlaps(ImRect(PMin, PMax))) return false; - PrimRectLine(draw_list,PMin,PMax,Weight,Col,UV); + ImU32 col = GetterColor[prim]; + PrimRectLine(draw_list,PMin,PMax,Weight,col,UV); return true; } const _Getter1& Getter1; const _Getter2& Getter2; - const ImU32 Col; + const _GetterColor& GetterColor; const double HalfHeight; const float Weight; mutable ImVec2 UV; }; -template +template struct RendererStairsPre : RendererBase { - RendererStairsPre(const _Getter& getter, ImU32 col, float weight) : + RendererStairsPre(const _Getter& getter, const _GetterColor& getter_color, float weight) : RendererBase(getter.Count - 1, 12, 8), Getter(getter), - Col(col), + GetterColor(getter_color), HalfWeight(ImMax(1.0f,weight)*0.5f) { - P1 = this->Transformer(Getter(0)); + P1 = this->Transformer(Getter[0]); } void Init(ImDrawList& draw_list) const { UV = draw_list._Data->TexUvWhitePixel; } IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { - ImVec2 P2 = this->Transformer(Getter(prim + 1)); + ImVec2 P2 = this->Transformer(Getter[prim + 1]); if (!cull_rect.Overlaps(ImRect(ImMin(P1, P2), ImMax(P1, P2)))) { P1 = P2; return false; } - PrimRectFill(draw_list, ImVec2(P1.x - HalfWeight, P1.y), ImVec2(P1.x + HalfWeight, P2.y), Col, UV); - PrimRectFill(draw_list, ImVec2(P1.x, P2.y + HalfWeight), ImVec2(P2.x, P2.y - HalfWeight), Col, UV); + ImU32 col = GetterColor[prim]; + PrimRectFill(draw_list, ImVec2(P1.x - HalfWeight, P1.y), ImVec2(P1.x + HalfWeight, P2.y), col, UV); + PrimRectFill(draw_list, ImVec2(P1.x, P2.y + HalfWeight), ImVec2(P2.x, P2.y - HalfWeight), col, UV); P1 = P2; return true; } const _Getter& Getter; - const ImU32 Col; + const _GetterColor& GetterColor; mutable float HalfWeight; mutable ImVec2 P1; mutable ImVec2 UV; }; -template +template struct RendererStairsPost : RendererBase { - RendererStairsPost(const _Getter& getter, ImU32 col, float weight) : + RendererStairsPost(const _Getter& getter, const _GetterColor& getter_color, float weight) : RendererBase(getter.Count - 1, 12, 8), Getter(getter), - Col(col), + GetterColor(getter_color), HalfWeight(ImMax(1.0f,weight) * 0.5f) { - P1 = this->Transformer(Getter(0)); + P1 = this->Transformer(Getter[0]); } void Init(ImDrawList& draw_list) const { UV = draw_list._Data->TexUvWhitePixel; } IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { - ImVec2 P2 = this->Transformer(Getter(prim + 1)); + ImVec2 P2 = this->Transformer(Getter[prim + 1]); if (!cull_rect.Overlaps(ImRect(ImMin(P1, P2), ImMax(P1, P2)))) { P1 = P2; return false; } - PrimRectFill(draw_list, ImVec2(P1.x, P1.y + HalfWeight), ImVec2(P2.x, P1.y - HalfWeight), Col, UV); - PrimRectFill(draw_list, ImVec2(P2.x - HalfWeight, P2.y), ImVec2(P2.x + HalfWeight, P1.y), Col, UV); + ImU32 col = GetterColor[prim]; + PrimRectFill(draw_list, ImVec2(P1.x, P1.y + HalfWeight), ImVec2(P2.x, P1.y - HalfWeight), col, UV); + PrimRectFill(draw_list, ImVec2(P2.x - HalfWeight, P2.y), ImVec2(P2.x + HalfWeight, P1.y), col, UV); P1 = P2; return true; } const _Getter& Getter; - const ImU32 Col; + const _GetterColor& GetterColor; mutable float HalfWeight; mutable ImVec2 P1; mutable ImVec2 UV; }; -template +template struct RendererStairsPreShaded : RendererBase { - RendererStairsPreShaded(const _Getter& getter, ImU32 col) : + RendererStairsPreShaded(const _Getter& getter, const _GetterColor& getter_color) : RendererBase(getter.Count - 1, 6, 4), Getter(getter), - Col(col) + GetterColor(getter_color) { - P1 = this->Transformer(Getter(0)); + P1 = this->Transformer(Getter[0]); Y0 = this->Transformer(ImPlotPoint(0,0)).y; } void Init(ImDrawList& draw_list) const { UV = draw_list._Data->TexUvWhitePixel; } IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { - ImVec2 P2 = this->Transformer(Getter(prim + 1)); + ImVec2 P2 = this->Transformer(Getter[prim + 1]); ImVec2 PMin(ImMin(P1.x, P2.x), ImMin(Y0, P2.y)); ImVec2 PMax(ImMax(P1.x, P2.x), ImMax(Y0, P2.y)); if (!cull_rect.Overlaps(ImRect(PMin, PMax))) { P1 = P2; return false; } - PrimRectFill(draw_list, PMin, PMax, Col, UV); + ImU32 col = GetterColor[prim]; + PrimRectFill(draw_list, PMin, PMax, col, UV); P1 = P2; return true; } const _Getter& Getter; - const ImU32 Col; + const _GetterColor& GetterColor; float Y0; mutable ImVec2 P1; mutable ImVec2 UV; }; -template +template struct RendererStairsPostShaded : RendererBase { - RendererStairsPostShaded(const _Getter& getter, ImU32 col) : + RendererStairsPostShaded(const _Getter& getter, const _GetterColor& getter_color) : RendererBase(getter.Count - 1, 6, 4), Getter(getter), - Col(col) + GetterColor(getter_color) { - P1 = this->Transformer(Getter(0)); + P1 = this->Transformer(Getter[0]); Y0 = this->Transformer(ImPlotPoint(0,0)).y; } void Init(ImDrawList& draw_list) const { UV = draw_list._Data->TexUvWhitePixel; } IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { - ImVec2 P2 = this->Transformer(Getter(prim + 1)); + ImVec2 P2 = this->Transformer(Getter[prim + 1]); ImVec2 PMin(ImMin(P1.x, P2.x), ImMin(P1.y, Y0)); ImVec2 PMax(ImMax(P1.x, P2.x), ImMax(P1.y, Y0)); if (!cull_rect.Overlaps(ImRect(PMin, PMax))) { P1 = P2; return false; } - PrimRectFill(draw_list, PMin, PMax, Col, UV); + ImU32 col = GetterColor[prim]; + PrimRectFill(draw_list, PMin, PMax, col, UV); P1 = P2; return true; } const _Getter& Getter; - const ImU32 Col; + const _GetterColor& GetterColor; float Y0; mutable ImVec2 P1; mutable ImVec2 UV; @@ -1267,46 +1392,47 @@ struct RendererStairsPostShaded : RendererBase { -template +template struct RendererShaded : RendererBase { - RendererShaded(const _Getter1& getter1, const _Getter2& getter2, ImU32 col) : + RendererShaded(const _Getter1& getter1, const _Getter2& getter2, const _GetterColor& getter_color) : RendererBase(ImMin(getter1.Count, getter2.Count) - 1, 6, 5), Getter1(getter1), Getter2(getter2), - Col(col) + GetterColor(getter_color) { - P11 = this->Transformer(Getter1(0)); - P12 = this->Transformer(Getter2(0)); + P11 = this->Transformer(Getter1[0]); + P12 = this->Transformer(Getter2[0]); } void Init(ImDrawList& draw_list) const { UV = draw_list._Data->TexUvWhitePixel; } IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { - ImVec2 P21 = this->Transformer(Getter1(prim+1)); - ImVec2 P22 = this->Transformer(Getter2(prim+1)); + ImVec2 P21 = this->Transformer(Getter1[prim+1]); + ImVec2 P22 = this->Transformer(Getter2[prim+1]); ImRect rect(ImMin(ImMin(ImMin(P11,P12),P21),P22), ImMax(ImMax(ImMax(P11,P12),P21),P22)); if (!cull_rect.Overlaps(rect)) { P11 = P21; P12 = P22; return false; } + ImU32 col = GetterColor[prim]; const int intersect = (P11.y > P12.y && P22.y > P21.y) || (P12.y > P11.y && P21.y > P22.y); - ImVec2 intersection = Intersection(P11,P21,P12,P22); + const ImVec2 intersection = intersect == 0 ? ImVec2(0,0) : Intersection(P11,P21,P12,P22); draw_list._VtxWritePtr[0].pos = P11; draw_list._VtxWritePtr[0].uv = UV; - draw_list._VtxWritePtr[0].col = Col; + draw_list._VtxWritePtr[0].col = col; draw_list._VtxWritePtr[1].pos = P21; draw_list._VtxWritePtr[1].uv = UV; - draw_list._VtxWritePtr[1].col = Col; + draw_list._VtxWritePtr[1].col = col; draw_list._VtxWritePtr[2].pos = intersection; draw_list._VtxWritePtr[2].uv = UV; - draw_list._VtxWritePtr[2].col = Col; + draw_list._VtxWritePtr[2].col = col; draw_list._VtxWritePtr[3].pos = P12; draw_list._VtxWritePtr[3].uv = UV; - draw_list._VtxWritePtr[3].col = Col; + draw_list._VtxWritePtr[3].col = col; draw_list._VtxWritePtr[4].pos = P22; draw_list._VtxWritePtr[4].uv = UV; - draw_list._VtxWritePtr[4].col = Col; + draw_list._VtxWritePtr[4].col = col; draw_list._VtxWritePtr += 5; draw_list._IdxWritePtr[0] = (ImDrawIdx)(draw_list._VtxCurrentIdx); draw_list._IdxWritePtr[1] = (ImDrawIdx)(draw_list._VtxCurrentIdx + 1 + intersect); @@ -1322,7 +1448,7 @@ struct RendererShaded : RendererBase { } const _Getter1& Getter1; const _Getter2& Getter2; - const ImU32 Col; + const _GetterColor& GetterColor; mutable ImVec2 P11; mutable ImVec2 P12; mutable ImVec2 UV; @@ -1344,7 +1470,7 @@ struct RendererRectC : RendererBase { UV = draw_list._Data->TexUvWhitePixel; } IMPLOT_INLINE bool Render(ImDrawList& draw_list, const ImRect& cull_rect, int prim) const { - RectC rect = Getter(prim); + RectC rect = Getter[prim]; ImVec2 P1 = this->Transformer(rect.Pos.x - rect.HalfSize.x , rect.Pos.y - rect.HalfSize.y); ImVec2 P2 = this->Transformer(rect.Pos.x + rect.HalfSize.x , rect.Pos.y + rect.HalfSize.y); if ((rect.Color & IM_COL32_A_MASK) == 0 || !cull_rect.Overlaps(ImRect(ImMin(P1, P2), ImMax(P1, P2)))) @@ -1414,31 +1540,40 @@ void RenderPrimitives2(const _Getter1& getter1, const _Getter2& getter2, Args... RenderPrimitivesEx(_Renderer<_Getter1,_Getter2>(getter1,getter2,args...), draw_list, cull_rect); } +template